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NEW ART/SCIENCE AFFINITIES

art social web collaboration work artistic consider operate science many made tool technology way internet found fi rst move life general laboratory present modern computer rather entire associate use technological technology foundation project cell american community hacker call view knowledge new found well sleep one people might original design invent network wide year caption very experiment image data direct society process material include write system creative position diff erent source launch set produce research programme go question NEW human earth approach diy contemporary exist establish cultural http dream publish relationship place public provide information context practice just product build ART/SCIENCE scientifi c look university language hack behavior over study blood user device however engineer term camera robert develop create example environmental culture video fl ower studio AFFINITIES media program maker learn through allow planet high software live goal subvert make natural critical application method make machine experience world understand school engage scientist ideas common online electronic how white back physical group start current open workshop involve become model describe visual release title participant state see limb nature invert piece lab eye practical Régine Debatty form change interest activity digital point researcher Claire L. Evans center plant city Pablo Garcia create century person space better fi ction ISBN 978-0977205347 -9 Andrea Grover Thumb

with STUDIO for Creative Inquiry 9 780977 205349 and Miller Gallery at Carnegie Mellon University

foreword

Carnegie Mellon’s STUDIO for Creative Inquiry supports atypical, interdisciplinary, and interinstitutional research at the intersection of the arts, science, and technology. In parallel, the Miller Gallery at Carnegie Mellon University supports experimentation that expands the notions of art and culture, providing a forum for engaged conversations about creativity and innovation. Together our units work to develop and pre- sent new research in the arts. This publication represents the capstone to a new curatorial residency program developed jointly by the Miller Gallery and the STUDIO, with support from the Foundation for the Visual Arts.

We are proud to present this timely reflection on the current and historic intersections of art, science, and technology. This book is the type of adventurous and interdisciplinary investigation that we seek to foster. We have been delighted to host Luke Bulman, Régine Debatty, Claire Evans, Pablo Garcia, and Jessica Young, along with principal investigator and curatorial fellow Andrea Grover, who deftly guided this project to completion in a mere seven days.

—Astria Suparak Director, Miller Gallery at Carnegie Mellon University

—Golan Levin Director, Carnegie Mellon STUDIO for Creative Inquiry 1. The authors at work in the STUDIO for Creative Inquiry, February 18, 2011. Photo: Jonathan Minard EXTREME WRITING

It’s 4:01 p.m. on February 18, 2011. There are ten of us in the We launched our book sprint in order to produce a snapshot STUDIO for Creative Inquiry—a former library now emptied of this particular moment—and because we wanted to of its books and reconfigured for computers and projection— do it with immediacy, without distraction. The topic of this within the College of Fine Arts at Carnegie Mellon University. publication is the most recent manifestation of working The tables in the STUDIO are cluttered with empty food plates, in art, science, and technology, which we broadly define as coffee cups, notepads, essays, and publications from the Hunt work that adopts processes of the natural or physical sciences, Library next door. The windows are open and it’s 61 degrees “does strange things with electricity” (to borrow a phrase Fahrenheit, a rare occurrence for February in Pittsburgh. The from Dorkbot3), breaks from traditional models of art/science room is quiet with the exception of the occasional murmur pairings, and was created within the last five years. We realize of conversation and the sound of keyboards ticking. We are that art, science, and technology intersections have a tradition five days into a seven-day challenge: to collectively author and with much deeper roots than we have space to detail here design a book on the subject of contemporary artists working (and that such histories have been given attention elsewhere), at the intersection of art, science, and technology. Despite the so we’ve provided in a timeline a brief subjective history appearance of working independently, we are all networked, of innovations, movements, and cultural events that have con- reading and writing toward the same purpose. tributed to this tradition and led us to this moment. To be clear: this book is an effort to understand this very moment in art, The publication you hold in your hands was created this way science, and technology affinities, and the ways Internet over the course of one week (February 14–20, 2011) by culture and networked communication have shaped the practice.4 four writers and two graphic designers, with the assistance of two readers and eleven work-study students. It was a “book —Andrea Grover sprint.” Derived from “code sprinting,” a method for working Project Lead, Warhol Curatorial Fellow at on an open source project by getting software developers into the STUDIO for Creative Inquiry and the Miller Gallery a single room for a period of intensive work, the term book at Carnegie Mellon University sprint describes the quick, collective writing of a topical book. The process has a long and interdisciplinary lineage: we see the 1. FLOSS Manuals is a non-profit online community whose aim is to produce same idea in think tanks, collective intelligence frameworks, quality free documentation for . 2. transmediale is an annual festival for art and digital culture held in . telepathy, and the notions of and the “metabrain.” 3. Dorkbot is a group of affiliated organizations worldwide that sponsors No one section of this book has a sole author, and the writing grassroots meetings of artists, engineers, designers, scientists, inventors, process occurred in a nonlinear, simultaneous, and synergistic and anyone else working under the very broad umbrella of electronic art. The Dorkbot motto is “people doing strange things with electricity.” fashion in the collective workspace at the STUDIO. 4. An even larger question, to be considered in another forum, is how Internet culture and networked communication is shaping culture and politics at this The concept of a book sprint isn’t ours; we’re indebted to book moment. During the week we were creating this document, newspapers 1 were placed daily at the threshold of our hotel rooms. Photos of protests sprint astronauts FLOSS Manuals and the participants in from around the world were front page news. The two-week-old “Egyptian Collaborative at transmediale 2010 and 20112–the first Revolution of 2011” had set in motion a worldwide movement by virtue of people with the inspiration to translate the “sprinting” method its visibility and ability to communicate its message instantly and globally. to something other than code writing or technical text. This process wouldn’t have been possible a decade ago, either: the Internet has provided us with instant access to reference materials, a means to write simultaneously on one text, and the bandwidth to incorporate images and visual design in real time.

Contents

08 INTRODUCTION

11 Program Art or Be Programmed C.E.B. Reas / Rafael Lozano-Hemmer / Jer Thorp / Marius Watz / Aaron Koblin With comments from: Golan Levin

29 Subvert! Robin Hewlett and Ben Kinsley / Sebastian Brajkovic / Julius von Bismarck / Paul Vanouse / Julian Oliver and Danja Vasiliev / Marco Donnarumma / Willy Sengewald (TheGreenEyl) / Boredomresearch With comments from: Julian Oliver & Danja Vasiliev, Johannes Grenzfurthner

57 Citizen ScienCE Cesar Harada / HeHe / Critter / Machine Project / Center for PostNatural History / The Institute for Figuring With comments from: Cesar Harada, Fred Adams

73 Artists In White Coats and LAtex Gloves Brandon Ballengée / Gilberto Esparza / Philip Ross / BCL / Kathy High / Fernando Orellana / SWAMP / Agnes Meyer-Brandis / SymbioticA and Tissue Culture & Art Project With comments from: Philip Ross, Adam Zaretsky

107 The Maker Moment Machine Project / Thomas Thwaites / Jonah Brucker-Cohen and Katherine Moriwaki / John Cohr / Free Art Technology (F.A.T.), OpenFrameworks, The Graffiti Research Lab, and the Ebeling Group With comments from: Geraldine Juarez, Mark Allen, Jonah Brucker-Cohen

131 THE OVERVIEW EFFECT Tomás Saraceno / Dunne & Raby / Sascha Pohflepp / Bruce / Atelier van Lieshout / etoy With comments from: Jeff Lieberman, Sascha Pohflepp,W endy Fok

157 Intermediary: The Scientific Evangelist

168 TIMELINE A subjective chronology of art, science, and technology

180 Bibliography 184 Image Credits 187 Contributors / Acknowledgments 188 The most used words in this book 190 Colophon

8

INTRODUCTION

“The artist is a positive force in perceiving how technology can Snow argued that if the so-called two cultures (science and be translated to new environments to serve needs and provide the humanities) couldn’t manage to find a way to communi- variety and enrichment of life. He may be the only one who cate—or at least overcome their pretensions long enough can transcend cultural bias and deal with the individuals of a to respect one another—then the great findings of science culture on their own terms.” and the great works of art would never get the discourse —Billy Klüver, engineer and co-founder of Experiments and celebration they deserve. Without a shared language, in Art and Technology the frameworks that intellectuals were building on either side of the chasm would only serve to perpetuate the ideology of The late 1960s is the period most commonly associated with their own disciplines without adding to the whole. Pamela the origins of interdisciplinary collaborations as we know them Lee, in Chronophobia: On Time in the Art of the 1960s, today. The world had mixed emotions about technology: NASA contends that “Snow’s position was critical in articulating had placed the first man on the Moon, vaulting astronauts the historical confluence of arts and sciences from the and engineers to rock-star status, while the Vietnam War had sixties forward: the lecture anticipated, in numerous ways, advanced the war machine—live on color television. In the what would later be described as the phenomenon of spirit of these , the idea began to surface for artists to interdisciplinarity within academia.”6 intervene and redirect the new technologies. Nostalgia for the hallmark interdisciplinary efforts of the 1960s Between 1966 and 1971, artist collaborations with engineers has downplayed their sometimes monumental failures at and scientists reached a fever pitch, embodied in efforts bridging the “two cultures,” as well as the negative reception like the Art and Technology (A&T) Program at LACMA,1 they received at the time from both audiences and the press. Experiments in Art and Technology (E.A.T.),2 and the Artist The models of collaboration put forth by E.A.T, A&T at LACMA, Placement Group.3 Each of these organizations aimed to and the Artist Placement Group were all based on the notion pair artists with, or place them within, scientific or industrial of pairing knowledge assets, rather than on a fluid, collaborative environments with the intention of providing them with exchange that would be of mutual benefit to both scientific access to state-of-the-art technologies, the knowledge assets and creative discourse, let alone lead to the creation of a third of scientists and engineers, manufacturing processes, and the practice that would transcend the limits of the original collabo- experience of being embedded in corporate culture. ration. Did these pairings allow for the necessary spontaneity, discovery, open-ended research, and play? Or were the There were many contributing factors to this transformative relationships too complex, sometimes with oppositional agendas, moment: the countercultural leanings of the 1960s, a growing and too muddied by capitalism and product-oriented goals? interest in system theories4 (theories inspired by behaviorism and cybernetics), and a desire for artists to intervene in the The institutionalization of artists in scientific or technological industrial sector, specifically around technologies associated environments never happened the way Robert Rauschenberg with warfare. The art historical origins of this moment lie in and Billy Klüver had envisioned when they wrote the first mis- Russian Constructivism, Futurism, Bauhaus, Situationism, and sion statement of E.A.T. in 1967: “The purpose of Experiments in Fluxus—all movements that sought to more fully integrate Art and Technology, Inc. is to catalyze the inevitable involvement art into the social sphere. Physicist and novelist C.P. Snow’s of industry, technology, and the arts… E.A.T. was founded on now canonized 1959 Rede lecture, “The Two Cultures,”5 the strong belief that an industrially sponsored, effective work- was yet another catalyst of the time. It was Snow’s provo- ing relationship between artists and engineers will lead to new cation that the breakdown in communication between the possibilities that will benefit society as a whole.” sciences and the humanities should be remedied or it would remain a major hindrance to solving the world’s problems. However, in the intervening decades, a change in tone has become evident in the establishment of media centers, the 9

placement of artist-in-residence programs in industrial or in parallel with one another. How we adapt, collaborate, and scientific environments, and the beginnings of interdisciplinary express our changing environment may ultimately reconcile the academic degree programs. These new platforms have helped “two cultures” and turn us on to a new level of engagement with artists become more hands-on and conversant in scientific our hypersensory, interconnected, and evolving world. and technological methods, rather than employing them from a removed or naive distance. This has as much to do with a 1. The Art and Technology (A&T) Program of the Los Angeles County change in the way museums and institutions treat this hybrid Museum of Art began in 1967 and concluded in 1971. To promote exchanges between artists and the corporate world, nearly forty artists were paired with breed of artistic practice as it does with the technological U.S. companies with the goal of realizing new or technically complex works. milieu of our age—people today, artists notwithstanding, have 2. Founded in 1966 by Billy Klüver, Fred Waldhauer, Robert Rauschenberg, access to resources that simply didn’t exist in 1966. and , E.A.T. was a non-profit group, active primarily from the 1960s to the 1980s. Its aim: to mobilize the arts, industry, and science around projects that involved participants from each field. E.A.T. promoted inter- Practitioners now have greater agency to work fluidly across disciplinary collaborations through a program pairing artists and engineers. disciplines and beyond rarified institutions and industries. 3. The Artist Placement Group (APG) emerged in London in the 1960s. The organization actively sought to reposition the role of the artist within a wider The Internet has provided unprecedented access to knowledge social context including government and commerce. APG differed from networks, fabrication processes, expertise, and audiences. That A&T and E.A.T. in that the product of these exchanges was more theoretical is not to say that institutional art/science or art/engineering and less aimed at creating physical works of art. 4. General system theory (GST) was defined by Ludwig von Bertalanffy, pairings and artist-in-residence programs have less value today, an Austrian-born biologist, in his 1968 book General System Theory: but rather that they represent just a few possible platforms for Foundations, Development, Applications, rev. ed. (: George such exchanges. Nowadays, networks of artists, scientists, and Braziller, 1976). 5. C.P. Snow’s Rede lecture was given at Cambridge University on May 7, engineers can be assembled virtually with fewer geographic 1959, and led to Snow’s subsequent publications, The Two Cultures and or economic constraints. From this expanded playing field, the the Scientific Revolution (Cambridge: Cambridge University Press, 1960), types of activities possible have exploded in number, yielding a and The Two Cultures: and A Second Look (Cambridge: Cambridge University Press, 1964). variety of methodologies and expressions, which 6. Pamela Lee, “ Eros and Technics and Civilization,” in Chronophobia: On this book attempts to document. Time in the Art of the 1960s (Cambridge, .: MIT Press, 2004), p.14.

A snapshot of the “now,” as this book sets out to take, always presents complications. Categories prove elusive; no guide- books exist to clarify the landscape. Efforts must rely on inadequate and coarse labels. Yet the self-organizing networks of artists, long-distance collaborations, and homebrew tech- nologists documented here all point toward an approaching horizon resembling C.P. Snow’s vision. This book is a first draft of present collaborations and crossovers, steeped in historical trends but undeniably a product of today.

Art and science are both manifestations of the human drive for knowledge; they provide their practitioners with a feeling of resonant connection to the complex processes that underlie our environment. And though they ultimately express a different view of the universe, they aren’t mutually exclusive—rather, they mirror each other in fantastically interesting ways. We live in a moment of unprecedented change in the way that both art and science are practiced, and those changes are happening 2. Statement, experiments in Art and Technology, Billy klüver and robert rauschenberg, 1966 11 PO GRAM ART OR BE PROGRAMMED reactive, interactive, generative, computational, robotics, Data visualization

As new technologies emerge with greater rapidity, and as they grow in accessibility, the opportunities for artists to respond by finding alternative, innovative, and expanded possibilities for these recently developed tools increase in kind. The technologies artists have access to today can be considered the latest in a pantheon of tools that have shaped the face of artistic practice since primitive humans touched pigment to a cave wall. Much has been written about how new media—from the printed word to photography, video, and now hardware and software—go through a period of rejection and redefinition, followed by acceptance into the mainstream art lexicon. We happen to live in an era, however, in which institutions pop up quickly enough to support artists in the interim between these periods of initial rejection and delayed 3. Andy Warhol paints Deborah Harry on an Amiga computer at a 1985 Commodore acceptance. Today, organizations like Eyebeam Art press conference and Technology Center, Rhizome.org, transmediale, and Ars Electronica give technologically inclined artists a community, meeting place, and resources. In the past, artists working with technology were required to adapt unusual tools to their practice. When computer animation pioneer John Whitney wanted to make his works in the 1950s, he had to build his own equipment 12

by converting the directing mechanism of a World War II M-5 anti-aircraft gun into a “cam machine.”1 Whereas Whitney had worked at a Lockheed aircraft factory during World War II and acquired the technical aptitude to realize such undertakings, in other instances artists aspiring to make work that was technological in nature needed to partner with technicians, industrial labs, or engineers. Although the 1960s saw a great deal of collaboration between artists and these unlikely bedfellows—Experiments in Art and Technology provided pairings of artists and engineers, while early computer anima- tor Larry Cuba created his work “after hours” using downtime on the computers at the Jet Propulsion Lab—the scarcity and cost of tools precluded independent artists from achiev- ing an abundance of work in this domain. Indeed, this was the case for a good part of the twentieth century. David Hockney using a Quantel paintbox for a BBC special in 1989 and Andy Warhol Deborah Harry with a Commodore Amiga in 1985 were rare enough occurrences that they warranted media coverage. The introduction of the personal computer in the 1970s, and its exponential reduction in cost over the last four decades, shattered this precedent. A new breed of artist has emerged, capable of making work of tremendous scope on computers that would have been prohibitively expensive just

1. A “cam machine” is an analog a decade ago. The delivery method of the Internet gives computerized motion camera. 2. openFrameworks is an open source such work the potential to be seen by millions. The last ten toolkit designed for “creative coding.” 3. Arduino is an open source single- board microcontroller, designed years have seen a radicial shift in the perception of computer to make the process of using electro- nics in multidisciplinary projects technology, from something that is exclusively developed by more accessible. industry professionals to something that is an extension of DIY culture. Open source hardware and software communities, like openFrameworks2 and Arduino3 developers, have helped make digital tools accessible and customizable by artists and non-artists alike. 13

In regard to the art historical lineage of this work, the artist and software programmer C.E.B. Reas holds that software, like thought, is immaterial, and he sees a clear relationship between the “conceptual” art of the 1960s, namely , , Op Art, and Fluxus, and the “computational” art today. He writes, “Software has enabled a way to build a bridge between the art of the past and the electronic arts of the present and future.”4 It could further be argued that computational art is directly descend- ed from the “systems” art5 of the 1960s, which was less concerned with material art objects and more with systems and processes. Knowledge of the mostly invisible workings of program- mable devices has a practical value, too. The media theorist and critic Douglas Rushkoff has an axiom: “Program or be programmed.” In a talk given at the SXSW Interactive Conference in 2010, he argued, “If we don’t create a society that at least knows there’s a thing called programming, then we will end up being not the programmers, but the users—and, worse, the used.”6 Whether or not the artists and designers using this methodology are interested in unveiling and commenting on the social, cultural, or ethical consequences of technology, the act of learning and sharing techniques that most people accept passively is a statement of emancipation from unidirectional technological consumption. 4. C.E.B. Reas, “Programming Media,” available at http://reas.com/ 5. “Systems esthetics” was popu- larized by the author Jack Burnham in his 1968 publication Beyond Modern Sculpture: The Effects of Science and Technology on the Sculpture of This Century (New York: George Braziller; London: Allen Lane/Penguin Press). 6. Douglas Rushkoff, “SXSW 2010: Program or be Programmed: Ten Commands for a Digital Age,” available at http://youtu.be/imV3p- PIUy1k PROGRAM ART OR BE PROGRAMMED 14

C.e.b. REAS Process Compendium (A) 2004-2010

C.E.B. Reas, or Casey Reas, is an artist and software software, installation, video—none alone reveals the full programmer who uses advanced programming techniques to complexity of the work. make his artwork. With Ben Fry, he created the open source programming language Processing while he was a graduate According to Reas, “Each new work is called a Process and student at the MIT Media Lab. Processing, which can be defines rules and instructions which describe a relation between implemented for anything from text manipulation to image Elements outside of a specific physical media.”1 By working rendering and video, is currently used by thousands of artists with software as his primary medium, Reas has the ability and designers worldwide as an “electronic sketchbook” to engage “live” processes, altering parameters and essentially from which they generate finished works of varying dimen- tinkering with the physics of his own design, then by “freezing” sions. It has revolutionized the digital arts environment by the processes into printed images—essentially plucking one placing artists in a direct relationship with programming code. image from an infinite number of possible variations—he can Reas himself uses his software (both Processing and the observe the output of his work in greater detail. Indeed, Reas original code) to translate documents from natural language himself may be the only person to really understand the kinetic into visual representations—videos and still images that serve activity underfoot in each print. as visual renderings of semantic ideas. Organic forms rise unpredictably out of Reas’s machine language Reas, who cites and Sol LeWitt as influences, is with an intensity of aesthetic beauty that is almost alchemical. interested in emergence: he writes that the most important In The World of , Mitchell Whitelaw writes that element in his work is the natural language text with which he Processing-based work such as Reas’s is “both abstract and begins. This text establishes simple relationships among concrete, formal and sensual, technological and cultural.”2 the elements of the piece by specifying behaviors, such as “when touching another, change direction,” or “constant linear 1. C.E.B. Reas, “Process / Drawing,” available at http://reas.com motion.” The software elements, as Reas composes them, 2. Mitchell Whitelaw, quoted in Wolf Lieser, ed. The World of Digital Art (Potsdam: h.f.ullmann publishing, 2010). comprise both these behaviors and a visual form. Once the software is set into action, Reas observes how the behaviors emerge into a web of relationships. This implementation of the software is the finished piece, and though the result can be represented to the viewer in a number of different forms—print, 15 c .e.b. reas

4. C.E.B. Reas, Process 4 (A) from Process Compendium 2004-2010

5. C.E.B. Reas, Process 11 (A) from Process Compendium 2004-2010 PROGRAM ART OR BE PROGRAMMED 16

6. C.E.B. Reas, Process 6 (A) from Process Compendium 2004-2010 17 c .e.b. reas

7. C.E.B. Reas, Process 14 (A) from Process Compendium 2004-2010

8. C.E.B. Reas, Process 18 (A) from Process Compendium 2004-2010

9. C.E.B. Reas, Process 17 (A) from Process Compendium 2004-2010 PROGRAM ART OR BE PROGRAMMED 18

RAFAEL LOZANO-HEMMER Pulse room / please empty your pockets 2006-2010

10. Rafael Lozano-Hemmer, Pulse Room, 2006

Rafael Lozano-Hemmer is a Mexican-Canadian artist with a Other pieces, interactive displays and installations with built-in degree in physical chemistry and a practice that involves computerized tracking systems, engage their audience architecture, technological theater, and performance. Widely in similarly tactile ways. Pulse Room (2006) asks the viewer to known for creating large-scale interactive installations in public hold a biometric sensor, which immediately sets off one of spaces around the world—his Vectorial Elevation (1999-2000), three hundred light bulbs hung from the room’s ceiling to pulse comprising eighteen robot-controlled searchlights mounted in synch with the viewer’s heartbeat. The moment the sensor on public buildings and rigged to perform “choreographies” is released, the flashing sequence passes on to a different bulb, based on participants’ online suggestions, won several awards allowing the next participant to imprint a heartbeat on the including the prestigious Golden Nica at the 2000 Prix Ars first light bulb. At any given moment, the installation holds the Electronica—Lozano-Hemmer makes work that uses technol- recordings from all of its most recent participants; the end result ogy to prompt viewer interaction. is a room of lights, humming and flashing with human echoes.

In his current output, he has scaled down the grandeur of his Lozano-Hemmer’s work, which necessitates the viewer’s earlier pieces into playful “shadow boxes” and “subsculptures” direct tactile engagement, speaks to our escalating intimacy that present the viewer with a relational experience—a direct with technology. engagement with both the legacy and immediacy of technology. He has moved from the macrocosm to the microcosm, from public squares and building facades to fingertips and pockets. In 2010’s Please Empty Your Pockets, viewers are prompted to place whatever small objects they may have on their persons (lighters, pens, keys) onto a conveyor belt, where they pass through a computerized scanner that “prints” the objects onto the belt. The piece remembers up to 600,000 objects, display- ing them alongside the new images that are perpetually being added to the installation. The piece, Lozano-Hemmer writes, “intends to blend presence and absence using traditional tech- niques of augmented reality.” 19 rafael lozano-hemmer

11. Rafael Lozano-Hemmer, Please Empty Your Pockets, 2010 PROGRAM ART OR BE PROGRAMMED 20

JRE THO P New York Times 365/360 2009

12. Jer Thorp, New York Times 365/360, 2006

Jer Thorp is an artist from Vancouver, Canada, whose prac- tice—software-based work as well as the occasional hardware piece—conflates science, art, and daily life. He is known for making visualizations, using the Processing programming toolkit, that displays data in powerfully aesthetic ways: when released its Article Search API (Application Programmer Interface), Thorp used it to make elegantly com- prehensive images charting the relationships between, say, the frequency of the words hope and crisis, or sex and scandal, in the newspaper’s history. In his New York Times 365/360 pieces, Thorp uses Processing to diagram the most frequently mentioned people and organizations of every year dating back to 1985. The result is a highly complex digital image that includes a staggering amount of information.

Like C.E.B. Reas, Thorp considers the real work to be his software, “not the charts that come out of these things, but the actual programs that I distribute into the world.” Thorp makes the source code for most of his projects available for free on his website, with the intention of allowing other artists to build on what he has made. 21 jer thorp

13. Jer Thorp, New York Times 365/360, 2009 PROGRAM ART OR BE PROGRAMMED 22 Golan Levin As an artist, how do you see your role in a technological or scientific setting?

Role: my art is a form of research into what I call “speculative human-computer interaction design”.

My purpose within a technologically-oriented institution is: — To expand the vocabulary of human action by means of arts-based approaches to innovation — To ensure the presence of a humanist and critical perspective in the pursuit of technological ‘progress’

This comes down to participating in interdisciplinary design teams by: — proposing novel and unexpected problems for consideration — contributing to brainstorming sessions — anticipating the implications of, and devising provocative applications for, new technologies 23

14. Tmema (Golan Levin and zachary Lieberman), The Manual Input Sessions, 2004 PROGRAM ART OR BE PROGRAMMED 24

MA RIUS WATZ STOCKSPACE AND OBJECT #1-3 2006-2009

Marius Watz is an artist working with visual abstraction through generative software processes. Like C.E.B. Reas, he uses the Processing programming toolkit to synthesize forms and create parametric behaviors, but in Watz’s case, he has made the leap from the screen to the physical by implementing digital fabrication techniques. Using three-dimensional print- ers, laser cutting, and CNC (Computer Numerical Control) milling, Watz transforms his software, and the purely digital network of relationships and behaviors it creates, into objects.

Watz explains the this way: “Since the ‘original’ is a piece of digital information rather than a physical mold, there is no reason why the model should not be a piece of dynamic software, capable of responding to parametric control. Why not allow users to co-design their product to their own specification through a software interface, then produce it on demand?”1

For Watz this return to tactility is an expression of the digital artist’s quest for the ultimate “high resolution” object. After all, although digital processing can now shoulder prodigious amounts of information, a physical thing for the human perceiver is still the most substantial representation of information possible. Unlike something on a screen, a real object requires no suspension of disbelief. Software-made objects are a new category: the finished product is unlike anything that could ever be molded or sculpted by hand, and yet it’s distinctly the product of human creativity.

1. Marius Watz, quoted in Wolf Lieser, ed., The World of Digital Art. (Potsdam: h.f.ullmann publishing, 2010). 25 Marius watz

15. Marius Watz, Stockspace, 2009 PROGRAM ART OR BE PROGRAMMED 26

16. Marius Watz, Object #3, 2006. Image courtesy the artist 27 aaron koblin

AAO R N KOBLIN Bicycle Built for Two-Thousand 2009

17. Aaron Koblin, Bicycle Built for 2000, 2009

Aaron Koblin was one of the earliest artists to realize the potential of utilizing online “immaterial labor” to create works of art with potentially thousands of virtual contributors. He is known for “crowdsourcing” via the Amazon Mechanical Turk service—a kind of Internet bazaar of human intelligence— to make digital works created by anonymous networked con- tributors. In 2006, he enlisted over 7,000 Mechanical Turks to “draw a sheep facing to the left” for two cents each. The result was 10,000 hand-drawn sheep, which were presented as an animated installation and sold as physical prints. Partici- pants were unaware of the end product of their labor: a work of art titled The Sheep Market. In this way, Koblin began to tease out the nuances of what it means to inhabit the online marketplace, and how one’s labor or ideas might be unknowingly used for monetary gain.

In 2009, Koblin took the idea of crowdsourced art further with Bicycle Built for 2000, in which 2,088 people were asked to mimic an individually provided tone, actually tiny fragments of the song “Daisy Bell;” their voices were then stitched together to reconstruct the song. This is a song historically performed by computers: in 1961, an IBM 7094 at was pro- grammed to perform the song, becoming the first computer to sing, and later, of course, it gained notoriety as the dying song of the artificial intelligence HAL 9000 in 2001: A Space Odyssey. The combination of a mechanical voice with this affably romantic ditty has proved to be a lasting (and eerie) juxtaposition. The end result of Koblin’s Bicycle Built for 2000, a drone of human voices that sounds like an army of , is a coy inversion of this pop culture image. 28

18. Patent fi ling documentation, Geodesic Structure, r. Buckminster fuller, 1961 29 SUB ! VerT hacker, , hacktivism, tinkering, jailbreaking, tactical media

The term hacker has been so corrupted by misuse in the past twenty years that to call contemporary co-opting or repurposing “hacking” devalues and mislabels the varied creative methodologies at work today. To more accurately discuss the work of hacker artists, consider the definition of hacking from a primary source: The Jargon File, a hacking glossary, attributes various characteristics to hackers, most notably: “One who enjoys the challenge of creatively over- coming or circumventing limitations.” While the uninitiated associate criminal behavior with hacking, The Jargon File corrects this misconception by labeling programming malfeasance as the work of crackers. Today, those who assume the title of “hacker” in its creative spirit are not exclusively members of the programming subculture. Contemporary hackers have a 19. Image from the 1995 film Hackers strong interest in the way things work; they like to tinker, customize, modify, and repurpose existing and obsolete technologies, and as a group they tend to embody the altruis- tic principles of collaboration and information sharing. That is not to say that hacker activities are free from pranks, political motivations, and anarchistic impulses. But in general these sorts of activities are directed less toward doing harm and more toward freedom in the broadest sense—freedom from limitations imposed on speech, the use of manufactured goods, access to information, and personal expression. The community-minded side of hacking is demonstrated by 30

the current international network of “hackerspaces” that tend to resemble a shared studio or community machine shop more than an underground hideout for criminal activities. Many of the operating procedures of contemporary hacker artists are descended from the acts of appropriation in twentieth-century art. The story of modern art could be told as the conceptual shift from perceptual goals (creating representative and “realistic” images) to self-reflective and experimental models. Marcel Duchamp turned a urinal into a “fountain.” Pablo Picasso included an image of chair caning in a collage. Robert Rauschenberg made a “combine,” while Andy Warhol and Roy Lichtenstein problematized the relationship between copies and the original. These referential methods could be perceived as a direct 20. HacDC, a . Photo: Patrick and Preston Thomas precedent for current hacker works, but the combination of this legacy and today’s hacker culture has produced an appropriation paradigm that is neither geek nor modern. Rather than rule-breaking, contemporary hackers pursue rule-bending. What hacker work is about—the structures and limitations under which it operates—is primarily a concern with things like cultural norms, commercial products, con- sumer technology, legal standards, and geopolitical conditions. Once the limits of these things are identified, many hackers use those limits to toy with, or augment expectations of, the normal operating procedure of current systems. The familiar or “normal” state of things is manipulated. The expected is made unexpected. Loopholes are found. But the object being hacked remains recognizable in order for the grace of the hack to be appreciated. In brief, the “rules” are the medium within which hacker artists swim. They produce 31 unexpected results that would expand rather than reduce limits. The works we cite here are examples of subversion through an inverse (and at times perverse) attitude about technology. Rather than combat the consequences of technology with non-technology, today’s hackers dive headlong into technology. They disrupt the mechanisms of everyday life, repurpose consumer technology, and unravel the nature of digitality. These inversions of former sub- versive tactics announce the powerful influence 21. Marcel Duchamp, Fountain, 1917 geek hackers have had on contemporary art. SUBVERT! 32

RO W BIN HE LETT AND BEN KINSLEY STREET WITH A VIEW 2008

Street With A View addresses the tension between surveillance concerns and the triviality of most of the images captured by Google Street View for its mapping system. The taking of such photographs has given rise to debates about privacy and the right to publish and use for commercial purposes the images of individuals and of entire neighborhoods.

With the complicity of both the inhabitants of Sampsonia Way in Pittsburgh and Google Street View, artists Ben Kinsley and Robin Hewlett staged collective performances and actions that took place just as the Google Car was driving through the neighborhood, including a seventeenth-century sword fight, a lady escaping through a window using bed sheets, a gigantic chicken, a parade with a brass band and majorettes, the lab of the inventor of a laser that makes people fall in love, etc. The images that document the events have become an integral part of the Google image archive.

As images cannot replace direct physical experience, they always constitute a reconstruction, if not indeed manipulation, of the real world, but one that we are led to regard as real in today’s media-driven society. According to Paul Virilio, the representation of reality in an image then becomes a reality in turn, but reality of lower degree. As the image increasingly displaces the word, it has become the contemporary language most used and of greatest importance in conveying “truth” in the globalized world. 33 robin hewlett and ben kinsley

22.

23. 24. 22–24. Ben Kinsley and Robin Hewlett, Video stills from Street With A View, 2008

25. Ben Kinsley and Robin Hewlett, Street With A View, installation view at Centro di Cultura Contemporanea Strozzina, Firenze, Italy, 2008. Photo: Valentina Muscedra Skype interview Johannes Grenzfurthner Founder and Artistic Director of , Vienna Sunday, February 20, 2011

RÉGINE DEBATTY: I am going to explain what we are doing.

JOHANNES GRENZFURTHNER: Okay.

RD: We are doing this book sprint, which tries to cover what artists are doing with technology and science and the possible overlaps. One of the chapters is about hacking, so we immediately thought, “Oh! Let’s have monochrom1!” Only thing is, I had a look at the monochrom website, and I could not choose a proj- ect — actually none of us could choose a project. So I thought maybe we should play it differently and use monochrom as what we call a “Wild Card.” In the book, there is an introduction about the program, the hacker, the makers, the researchers, and um... and yeah... I don’t remember what I wanted to say...

JG: [laughs]

RD: But instead of having just a project of monochrom’s with a short descrip- tion, like we did with the other artists whose work we present in the book, we thought we could try to interview someone from monochrom and insert it into the hacker section.

JG: So the chapter is about art, hacking, and technology.

RD: Yeah, mostly about that. There is going to be Julian Oliver and Danja Vasiliev with Newstweek.2 Then there are some projects that are a bit more design-y and extend the word hacker, um... That is actually going to be my fi rst question.

1. http://www.monochrom.at/ JG: Okay. 2. http://newstweek.com/ RD: I had the feeling that hacking used to be seen as a rather dark and threat- ening activity. In the past people had a very limited view of what hacking was and had a bad opinion of hackers. Nowadays everyone is somehow “hacking.” It has become one of the cool words of the moment and it is applied in almost any kind of context. Do you feel that the term hacker has been diluted or maybe has been evolving over time?

JG: I think it has defi nitely evolved over time. I think that the defi nition of hacker was the defi nition given by the media, though I think most hackers didn’t actually know what they were until the media started calling them hackers and they kind of liked it. They also liked that dark aura of being seen as the bad guys, the bad asses, the bad ones who break into computer systems and stuff like that, because it’s a nerdy thing. So in the 1980s being a hacker, being called a hacker, was actually something like peer group knighthood. It meant that the media was paying attention to [us], calling our scene “hackers,” so we could feel interesting. In the 1990s there was a drastic decline in people who called themselves hackers because hackers lost their status of distinction. In the 1990s when the Internet arrived in the realm of cultural technology, the hackers cried out in pain: “Oh, my god! What are we going to do now that everyone has an Internet account? What is our place here?” It was one of those moments when a counterculture ended up as an over-the-counterculture.

Last year I was in HOPE [Hackers On Planet Earth],3 a big hacker conference in New York. It was right at the moment when the whole WikiLeaks thing took off, and it was interesting to see how everyone there felt so great, because being a hacker suddenly didn’t feel anachronistic anymore. I can make paral- lels with being a digital artist: many of the apps I have on my iPhone are much more interesting than most of the works I can see at transmediale.4 So there is always this point when a wannabe avant-garde movement, whether it is hacking or digital art, appears obsolete because the mainstream is now doing what all those guys were doing in the 1980s and 1990s. But last year, suddenly WikiLeaks was the big thing: “Oh, my god! The Department of Defense is really interested, blah blah blah, so we can feel important and great and the elite again.” It was quite interesting to see that.

The second thing that happened—and it’s actually a really interesting thing because it’s most interesting for hackers—is that within the last fi ve years, the so-called hackers space movement took off. So small tinkering and cool work- ing kinds of spaces were being started all over the globe. Of course, there were a couple of hacker spaces already in the 1970s and in the 1980s, especially in the Netherlands, emerging out of the squatters’ scene. Then in the 1990s a cou- ple of more places, like c-base5 in Berlin, emerged. The past fi ve years, however, have seen a Cambrian explosion of hacker spaces. There were [once] maybe fi fty of them on the planet, and now there must be between fi ve hundred to one thousand hacker spaces spread everywhere.

The interesting aspect about that is that the term, the defi nition of hacking, is, of course, broader, because it is about making, it’s about meeting, and it’s about do-it-yourself—and not only about networking and computer security. Some hardcore hackers, of course, say, “No, that’s not hacking, and we don’t like that it is being called hacking.” But then again the term hacking itself goes back to MIT when students used the term hacking for “pranking.” From the beginning there has never been a clear defi nition of what is hacking and what is not. Of course, there were jargon fi les and stuff like that, where people tried to de- fi ne “that is hacking” and “that is not hacking,” but I guess that the defi nition that is accepted right now is that of “using technology in a way that it should 3. http://thenexthope.org/ not do.” 4. http://www.transmediale.de/ 5. http://www.c-base.org/

RD: [sound of confi rmation]

JG: That you use technology in a way that technology is not intended to be used. And you play with it, and you open it, and you are experimenting with it, and that’s, I guess, hacking. So in a certain way, knitting is a form of hacking, too.

RD: [laughs]

JG: It’s just defi ned [in accord] with what you would want to do. I mean, we at monochrom, we are a political group and don’t care about terms. For example, we like calling ourselves artists because it’s a tactical term. We get money for it and sometimes it helps with not being arrested. You can call something “art” and you can get away with it. However, if you would call that same work “activism,” you might run the risk of being sent to jail. Labeling yourself artists allows you to do things that you couldn’t do otherwise. And I think it’s the same thing for hacking. People use it as a tactical term for this and that, and I think you can talk to a million people and you would get a million different defi nitions, but the core element is doing things that you should not do with technology.

RD: You even answered my second question, which was about how you would defi ne monochrom. And, yes, it seems to be hacker, activist, and offi cially also artist when it suits you.

JG: We like to call ourselves context hackers.

RD: [laughs] I forgot to tell you that your talk at TEDxVienna6 made me laugh so much. So much.

JG: Thanks a lot. But you kind of get the point. What we at monochrom are doing is trying to fi nd the perfect medium for a certain message. We are a political group, so we try to spread information— political information, philosophy, technology, whatever it is—and for certain things you need a certain context, a certain medium. Sometimes what works best to distribute our work and ideas is a text fi le; sometimes it is a short fi lm. Other times we can do a musical or a computer game, or we set up a prank in a public space. It depends. It’s hard to nail us down with the medium we are using because 92. Johannes Grenzfurthner at Arse 2007. Photo: Scott Beale what matters is our approach. (aka Laughing Squid) RD: And, of course, you also are the organizers of Arse Elektronika? 7

JG: Oh yes [laughs].

RD: You know, I thought about Arse Elektronika this morning. I don’t remember if it was in the TED talk or some other online interview with you I saw on YouTube, but you were saying that Arse Elektronika is about sex. It made me realize that we don’t have enough sex projects in our book. In fact, we have zero. Are there any sex projects or sex-related projects you think we could or should include in the sprint book?

JG: There are many, there are many. Especially if you are talking about hack- 6. http://www.youtube.com/ ing. Arse Elektronika is about sex and technology, and the interaction between watch?v=k2rvh8vG3o8 the two. And that brings you back to the printing of the fi rst Bible, because 7. http://www.monochrom.at/arse- elektronika/ Gutenberg fi nanced some Bible printing by printing erotica at the same time. 8. http://en.wikipedia.org/wiki/Pola- So there is always a correlation between new forms of media and pornography. roid_Swinger VHS is a good example for that, but also the fi rst Polaroid camera, which was called the Swinger8 because they were targeting the amateur porn markets in the 1960s.

Broadband Internet would not exist the way it is now without porn consumers, especially male customers. The early days of the Internet were very male- driven. There is always a relationship between sex and technology. What is really interesting at the moment is the whole area of fucking machines and sex technologies, dildos and all that stuff. It’s quite interesting to see that women have a pretty good..., let’s say, connection to sex technology, because almost all the women I know have dildos, but men don’t. Even more interestingly, I did a couple of interviews in Arse Elektronika with a couple of women, and some of them feel more interested in having sex with a robot than in having sex with a man.

RD: Oh nooo.

JG: Yeah, really. Because they have control over that. It’s an interesting aspect of third wave feminism.

RD: They just don’t know my boyfriend.

JG: In the do-it-yourself and hacker spaces scene, 93. Arse elektronika 2008. Photo: Scott Beale (aka Laughing Squid) more and more women are interested in building their own sex toys, and playing with that, than there are men willing to build sex toys. For example, a good friend of mine, Kyle Machulis, is actually the project I would like to recommend. Kyle Machulis9 is from Oklahoma, but now he lives and works in San Francisco, and he is one of the main guys of do-it-yourself sex technology. In his day job, he is working for a company that is creating a self- driving car for the DARPA challenge. That’s his daytime job. Before that, he was working for Linden Lab—on Second Life’s sex DIY interfaces, for ex- ample. Right now he is looking into cheap vibrators, cheap dildos, and the various interfaces available. He gets them, rips them apart, and builds completely new sex toys out of them. He shares his stuff online with people. What he is doing is pretty much like 94. Arse elektronika 2009. Photo: Scott Beale (aka Laughing Squid) a new fi eld of teledildonics and open source sex technology and DIY sex technology. You really should look into Kyle Machulis and his projects. His website is called slashdong.10

RD: Oh! I know slashdong.

RD: Now a question to satisfy my personal curiosity: Did someone from Ars Electronica in ever react to Arse Elektronika?

JG: No.

RD: No?!? 9. http://www.nonpolynomial.com/ about/ 10. http://www.slashdong.org/ JG: Interestingly, some of them invited us last year, so we gave a talk at Ars Electronica about Arse Elektronika.

RD: [laughs]

JG: We did that last year. It was actually pretty successful. It started off as a joke, because we were thinking that in its thirty years of existence, Ars Electronica had only once tried to do something about sex and the future; they called it “Next Sex,”11 but it was very disappointing. They even had some crazy biologist there talking bullshit about rape as a natural strategy. So we decided that we had to do a conference on the subject ourselves. We wanted to bring together people who never meet, such as the people in hacker spaces who tinker around with sex toys and academics who specialize in gender theory, and have them discuss together. Arse Elektronika is designed to be like a meeting- place where crazy people from all over the planet can talk about sex and technology.

RD: How do you see the role of monochrom when it comes to technology. Do you see monochrom as a divulgator? A facilitator? A critique?

JG: I think we are defi nitely using technology because we grew up with that and that’s what we use. For a certain period of time, people could call themselves digital artists just because they were using e-mail, but, of course, that is not possi- 95. Hackbus. Photo: Stephanie doll ble anymore. The main problem that people have— and I’m not talking about politicians and stuff like that—is that some people also in the classical art world have these strange ideas that the Internet is yet another medium that’s out there. But it’s not another medium: it’s another place of living, as I would call it. It’s not like there was radio, then TV, and now there’s the Internet. No, with the Internet there is an awfully dramatic interpretation, but I use it. It’s where we are living, and as long as you can accept that there are people using it as their living quarters to some extent, you will fail to interpret that. In the meantime, we have players like Anonymous out there, who grew out of this interesting “fortune” community. It is so hard to explain to people what fortune means, and how fortune works, and how out of fortune Anonymous can emerge. It takes fi ve to ten minutes to explain what it all means. But politicians are judging all of that. We have people like the American vice president who say there are digital terrorists. It is obviously clear that no one ever explained to him what is going on here. They [politicians] have a completely different view and [have chosen] wrong vectors to analyze here. That’s the real cultural divide that’s happening here. It’s not the cultural divide of being online or not being online, but about how you are interested in what’s going on online and how you actually want to learn about what’s going on. And that’s what I was talking about in my TED talk, that the world is getting more and more complex. You really have to understand that kind of stuff to really be able to create interest in creative activists. If you do not understand that, you fail [on an epic scale].

RD: I just saw that monochrom is touring in a Hackbus?!!??

JG: One of my biggest critiques of the hacker scene and the hacker spaces 11. Next Sex — Sex in the Age of is that they are exclusionist white boys’ clubs. It is interesting to see that in its Procreative Superfl uousness the digital art world there are many women doing interesting stuff, but most http://90.146.8.18/en/archives/ festival_archive/festival_overview. of them do not know or do not go to hacker conferences or hacker spaces, asp?iPresentationYearfrom=2000 because different mechanisms operate in the hacker circle and in the digital 12. http://hackbus.info/index.php/ art circle. And they don’t like each other most of the time... but it’s bullshit. Main_Page 13. http://metalab.at/wiki/english They have to talk and they should talk.

One of our current projects is called the Hackbus,12 a mobile hacker space. Static hacker spaces usually end up in white male clubs because there are certain psychological and sociological factors that keep women, minorities, or simply other cultures out. For example, there is a really great hacker space in , but they don’t have a single Turkish member, yet the space is located in the Turkish neighborhood, because it’s cheap to rent there. Of course, class and sex barriers exist in pretty much all the subcultural scenes you can imagine. But the ideology of the hackers space is “do it yourself”—if you want to do stuff, you show up and we help you—and they defi ne their space as an “open space.” But to [create] an open, inclusionist space, you have to be really active. People don’t just show up magically. You have to actively invite them, have a reach-out program, and most of the hacker spaces don’t have that. Hackbuses take the interesting idea of hack- ing, DIY culture, and digital art, and bring it where the public is. In Vienna, for example, we have a hackers space called MetaLab,13 and we did a Hackbus tour last year where we went to the twenty- three districts in Vienna. We choose one public space, park the Hackbus there, and suddenly all these people are there building and playing around with Arduino, doing interesting stuff. These people would never ever go to the hackers space in Vienna 96. evan roth inside the Hackbus. Photo: Johannes Grenzfurthner because they don’t know of it. If they did know about it and went, they would probably be stared at and leave immediately. That’s why we like the idea that you can go to where the people actually are. It’s an experiment in educational hacking. We are [going] beyond the educational system that was formed for the purpose of creating workers for the Industrial Revolution.

RD: That’s a great project. Thank you so so much for your time, Johannes.

JG: No problem, no problem. Hope to see you again soon. 97. Hackbus driver. Photo: Samuel Huron RD: Me tooooo. SUBVERT! 40

S EBASTIAN BRAJKOVIC LATHE CHAIRS IV 2008

26. Sebastian Brajkovic, Lathe Chair IV, 2008

Starting with nineteenth-century chair remnants, Sebastian Brajkovic marries these familiar designs with new digitally created forms. His chairs appear stretched and contorted, preserving the periphery of the originals as bookends of the new object.

The “chairs” are not chairs, but expressions of operations that with a turn or twist introduce the algorithmic into antique forms. The new objects are not made of wood, as the referent furniture would imply, but rather cast in bronze. The additional solidity of the work—the unexpected excessive mass—no­ t only turns the chair into a sculptural object, but also inverts the ephemeral digital operation it depicts. 41 sebastian brajkovic

27. Sebastian Brajkovic, Lathe Chair IV, 2008 SUBVERT! 42

JULIUS VON BISMARCK IMAGE FULGURATOR 2007-2008

“The Image Fulgurator is a device for physically manipulating photographs. It intervenes when a photo is being taken, without the photographer being able to detect anything. The manipulation is only visible on the photo afterwards.”1

Hidden from the photographer’s gaze, the wielder of the Image Fulgurator lies in wait for its prey: a camera flash. As a digital camera snaps an image, the Image Fulgurator, a “weaponized” camera, inserts an image into the shot. By using a simple flash detector, the Image Fulgurator can flash a millisecond-long image into an unsuspecting camera’s field of view.

The “weapon,” built by Berlin-based artist Julius von Bismarck, is really a camera in reverse. Rather than take in light through the lens and direct it onto a film plane or digital array, it projects images through the lens and out to the world. But unlike a projected image, the cast image comes and goes as fast as a camera shutter, perfectly synchronized with the technological eye but invisible to human vision.

The Image Fulgurator is best used to corrupt the tourist experience, as of sightseers gather and robotically pho- tograph landmarks and “places of interest,” often with loved ones in the photos, as souvenirs. Perched among the tourists, resembling a normal camera on a tripod, the Image Fulgurator quietly subverts sightseeing once tourists look in their digital camera display to find an unexpected message.

1. http://www.juliusvonbismarck.com/fulgurator/idee.html 43 julius von bismarck

28. Julius von Bismarck with the Image Fulgurator, 2007-8

29. A diagram showing the Image Fulgurator’s function SUBVERT! 44

30. Barack Obama’s speech in Germany in front of Berlin’s Siegessäule, 31. Fulguration of “the Magritte dove” on the Mao Zedong portrait at July 24, 2008 Tiananmen Square, Beijing

32. Riots in Berlin Kreuzberg, May 1, 2009 45

33. Hacker’s Manifesto, 1986 SUBVERT! 46

P aUL Vanouse SUSPECT INVERSION CENTER 2011

Paul Vanouse’s The Suspect Inversion Center was an operational The Suspect Inversion Center invited visitors to witness the laboratory where the artist replicated the genetic (DNA) fin- whole process of genetic forgery. Interestingly, this particu- gerprints of well-known subjects. Together with his assistant, lar falsification differs from the forgeries that have plagued Kerry Sheehan, the biomedia artist set up a temporary lab the history of art: in genetic forgery, the process and results for the exhibition “Fingerprints...” held in the Project Space negate the very authority of the original model. of the Ernst Schering Foundation in Berlin in 2011. Using Vanouse’s own DNA as well as equipment anyone can buy on 1. http://www.nytimes.com/2009/08/18/science/18dna.html the Internet, the duo recreated in public performances the “genetic fingerprints” of O.J. Simpson as well as master copies of historical courtroom images of the athlete’s DNA from his 1995 murder trial.

While the reliability of ballistic, bite-mark, and even fingerprint analysis can sometimes be questioned in courtrooms, genetic evidence is still widely regarded as the forensic gold stan- dard. The Suspect Inversion Center points out that even DNA evidence can be fudged. “The Trial of the Century” with O.J. Simpson was not only the most publicized criminal trial in American history, but also the first time that a defense team had enough scientific understanding to successfully contest the validity of DNA evidence.

More recently, scientists in Israel have demonstrated that DNA evidence can be fabricated. “You can just engineer a crime scene,”1 explained Dan Frumkin, lead author of a paper pub- lished by Forensic Science International in 2009. “Any undergraduate could perform this.” 47 paulv anouse

34. View of the exhibition Fingerprints... in the Project Space of the Ernst Schering Foundation, Berlin. Photo by Axel Heise

35. View of the exhibition Fingerprints... in the Project Space of the Ernst Schering Foundation, Berlin. Photo by Axel Heise

36. O.J. Simpson mugshot, 1994 SUBVERT! 48

JULIAN OLIVER AND DANJA VASILIEV NEWSTWEEK 2011

37. The Newstweek ‘Control Net’ disrupts the legitimate news flow network through nearly invisible WiFi hotspot devices. Julian Oliver and Danja Vasiliev, Newstweek, 2011

Picture the scene. You’re sitting in your favourite café, enjoying and blogs. Even when authors appear to bear their biases with an organic carrot juice and free WiFi. You open the BBC News pride, these relatively new platforms often preach their ideas or CNN website. But the headlines you’re reading are bizarre, and opinions to the converted. Newstweek asks instead, surreal, and in some cases downright shocking. Why would the how far can we push the limits of subjectivity? Why not allow US appoint Julian Assange as its head of Defense? Why would dissent to reach new territories? Bill Gates be sent to China to convince the country to invest in the US army?

This online mayhem can be attributed to the presence in your café of the Newstweek device, an object so insignificant looking that, as one of its developers puts it, “it either goes unnoticed or appears as part of the infrastructure. It’s a bas- tard in beige.” The device remotely manipulates news stories read by people browsing the web and using the same wireless hotspot. Once the unassuming Newstweek box is plugged into the wall, data can be slyly injected into the communica- tion between the wireless router and a user. Design, logo, advertisements—everything appears as it should on the news websites. Everything but the headlines and content.

Newstweek, whose tagline is “don’t read what you believe,” investigates what artists Julian Oliver and Danja Vasiliev call “Network Insecurity” by approaching the network as a medium for rigorous, creative investigation. Newstweek points to the impossibility of true objectivity. As soon as a story hits the media, it is submitted to subtle and sometimes unconscious manipulations by the people who write it. The work also ques- tions the domesticated forms of dissent provided by Facebook 49 julian oliver and danja vasiliev

38. The Newstweek device discreetly plugs into any standard outlet, hiding in plain sight

39. Hardware hidden inside the Newstweek device 40. 38–40. Julian Oliver and Danja Vasiliev, Newstweek, 2011 Julian Oliver and Danja Vasiliev As an artist, how do you see your role in a technological or scientifi c setting?

We believe the most transformative language of our time is that of engineering, one that shapes the way we communicate, move, earn and even think.

As Critical Engineers, we take the technological ready-mades and assumptions of today and apply radical ‘patches.’ These patches pervert, reposition, rework and in some cases even improve what are otherwise accepted as immutable technological givens, engineered by industry with our best interests in mind. 51 marco donnarumma

Mo arco d nnarumma golden shield 2010-2011

41. Golden Shield Music Generator v.1.0, GUI and guts, Marco Donnarumma, 2009

Marco Donnarumma’s Golden Shield Music uses censorship more worrying that Internet monitoring apparently could technology to generate a sound composition. The objective even go global. During a presentation he made at Piksel,7 the of the project is not to produce remarkable compositions but eighth festival for Electronic Art and Technological Freedom to raise awareness about the phenomenon of web censorship. in Bergen, Norway, Donnarumma pointed to Recorded Future,8 funded 9 by the CIA and Google, as a disquieting project that Golden Shield Music collects the twelve website Internet monitors tens of thousands of websites, blogs, and Twitter Protocol (IP) addresses that are most often blacklisted by accounts in real time to find relationships between people, the Chinese government, processes them through an auto- organizations, actions, and incidents. The goal of this intense mated MIDI polyphonic synthesizer, and generates music data mining is to “predict the future” by “looking at the ‘invis- for playback in eight audio channels. The project establishes ible links’ between documents that talk about the same, or an abstract relationship between Internet information and related, entities and events.” Imagine what could happen if the musical algorithms. CIA were to detect “invisible links” between you and an organi- zation it suspects of terrorism. Whereas the name Golden Shield Music refers to China’s Golden Shield Project,1 aka the “Great Firewall of China,” 1. http://en.wikipedia.org/wiki/Golden_Shield_Project. Donnarumma’s project also alludes to Internet censorship that 2. http://en.wikipedia.org/wiki/Internet_censorship_in_Australia. 3. http://en.wikipedia.org/wiki/Internet_Censorship_in_the_United_King- 2 is more widespread than we might be aware of. Both Australia dom. and the UK3 are notorious for their governments’ attempts 4. Italy blocks access to The Pirate Bay, at censoring online content. In Italy, Silvio Berlusconi’s http://www.geek.com/articles/law/italy-blocks-access-to-the-pirate- 4 5 bay-20080811/. government has been trying to block The Pirate Bay as a 5. Italy Blocks The Pirate Bay Yet Again, “preventive measure.” In Finland, activist Matti Nikki’s website http://www.techdirt.com/articles/20100207/2246518070.shtml. lapsiporno.info monitors6 his country’s censorship program. 6. http://en.wikipedia.org/wiki/Lapsiporno.info. 7. http://www.piksel.no/. As many read on the front pages of numerous international 8. https://www.recordedfuture.com/. newspapers only a short while ago, Egypt attempted to 9. Exclusive: Google, CIA Invest in ‘Future’ of Web Monitoring, block Twitter as protesters were taking to the streets. Even http://www.wired.com/dangerroom/2010/07/exclusive-google-cia/. more recently, news has emerged that the regime in Iran has increased censorship and online disruption to block anti- government protests. The list goes on and on, but it is even SUBVERT! 52

Willy Sengewald (TheGreenEyl) JAMMER HORN 2008

42. 43. 42-43. Willy Sengewald (TheGreenEyl), Jammer Horn, 2008

Willy Sengewald, a member of TheGreenEyl based in Berlin and New York, fitted a horn with a high-range cell phone jammer that is triggered by a temperature sensor.

Blowing into the horn grants you the immediate power to suppress any cell phone activity taking place within thirty to fifty meters. Jammer Horn turns upside-down the function of an instrument used in ancient times to establish communi- cation between humans and to mediate relationships with the gods. Moreover, this onetime tool of communication offers an opportunity for revenge: it denies modern communication devices the right to operate.

The horn, integral to certain mythologies and , thus becomes a signal-bearer for a new generation’s interaction with its environment. 53 WILLY SENGEWALD (thegreeneyl)

44.

45. 44–45. Willy Sengewald (TheGreenEyl), Jammer Horn, 2008 SUBVERT! 54

B OredoMRESEARCH REALSNAILMAIL 2008

RealSnailMail is a project by British duo Vicky Isley and Paul Smith, otherwise known as boredomresearch, which uses real snails with RFID chips glued to their shells to carry and deliver electronic messages at their own “snail’s pace.”

A message sent through the RealSnailMail website will travel at the usual to a server, where it is entered into a queue. It will wait there until a living snail crawls into proximity with one of the RFID readers that acts as a “dispatch center.” The reader identifies the snail from its chip, checks its availability, and assigns the message at the top of the queue. The refer- ences to the electronic message are then physically carried around the tank by the snail until it passes close to a second reader. If ever this happens, the second reader identifies the message and forwards it to the recipient’s email address.

At the time of this writing, the average time for a message to be delivered via RealSnailMail is 572 days, twelve hours, seven minutes, and twenty-one seconds. For context, consider that letters delivered in the 1800s by the Pony Express took an average of ten days to arrive. RealSnailMail is not just “slow;” it represents something close to geological time in our age of rapidly networked communications.

There are many ways to read this work—a farcical take on the “slow” movement, or a comment on our information-addled cultural climate and need for immediacy—but at its core, it’s something as absurd as it is possible: hacking a snail. 55 boredomresearch

46. 47.

48. 46–48. boredomresearch, RealSnailMail, 2008 hacker: n. originally, someone who makes furniture with an axe

1. A person who enjoys exploring the details of programmable systems and how to stretch their capabilities, as opposed to most users, who prefer to learn only the minimum necessary. RFC1392, the Internet Users’ Glossary, usefully ampli- fies this as: A person who delights in having an intimate understanding of the internal workings of a system, computers and computer networks in particular.

2. One who programs enthusiastically (even obsessively) or who enjoys programming rather than just theorizing about programming.

3. A person capable of appreciating hack value.

4. A person who is good at programming quickly.

5. An expert at a particular program, or one who frequently does work using it or on it; as in ‘a Unix hacker’. (Definitions 1 through 5 are correlated, and people who fit them congregate.)

6. An expert or enthusiast of any kind. One might be an astronomy hacker, for example.

7. One who enjoys the intellectual challenge of creatively overcoming or circumventing limitations.

8. [deprecated] A malicious meddler who tries to discover sensitive information by poking around. Hence password hacker, network hacker. The correct term for this sense is cracker.

The term ‘hacker’ also tends to connote membership in the global community defined by the net (see the network. For discussion of some of the basics of this culture, see the How To Become A Hacker FAQ. It also implies that the person de- scribed is seen to subscribe to some version of the hacker ethic (see hacker ethic).

It is better to be described as a hacker by others than to describe oneself that way. Hackers consider themselves something of an elite (a meritocracy based on ability), though one to which new members are gladly welcome. There is thus a certain ego satisfaction to be had in identifying yourself as a hacker (but if you claim to be one and are not, you’ll quickly be labeled bogus). See also geek, wannabee.

This term seems to have been first adopted as a badge in the 1960s by the hacker culture surrounding TMRC and the MIT AI Lab. We have a report that it was used in a sense close to this entry’s by teenage radio hams and electronics tinkerers in the mid-1950s

Def: Hacker, Jargon File, Version 4.4.8, www.catb.org/jargon 57 CITIE Z N SCIENCE A mATEUR, Autodidactic, Democratization of Science, Home Laboratories, Garage Science, Crowdsourcing,

“Contemporary science has its roots in the achievements of amateur scientists of centuries past. Although they lacked what we would define as formal scientific training, they deci- phered the basic laws of physics and principles of chemistry. They invented instruments. And they discovered, documented, sketched, and painted planets, comets, fossils, and species.” —“Amateur Science, Strong Tradition, Bright Future,” by Forrest Mims III1

Citizen science2 is a term used to describe scientific work completed by individuals who may not have specific scientific training, but are engaging in the work regardless through their own heuristic process. Projects are sometimes issue oriented and facilitated by technology, online networks of volunteers, or open source collaborators with the goal of contributing to larger problem solving, data collection, map- ping, or public awareness. In other instances, the term citizen science is used to describe self-initiated, unconventional, 1. Science 284, no. 5411 (2 April 1999): 55-56; available at http:// hands-on studies. Still other examples of citizen science may www.sciencemag.org/con- tent/284/5411/55.full. 2. Science will be used here as a short- be oriented toward education and playful experimentation. hand for “science and technology.” In all of these cases, this methodology calls for work outside of traditional research environments. While its connection to the discipline of contemporary art may be recent, citizen science is not new. Many long- running citizen science projects have had a meaningful impact 58

on the world of research and institutional science; one of the longest-running such projects is the Audubon Society’s “Christmas Bird Count,” a yearly census of birds in the western hemisphere conducted almost entirely by volunteer birders. Such projects, while often supported by large institutions like research universities, government agencies, and nonprofit institutes, rely on public participation to further scientific research goals. Citizen science projects range from myriad bird-watching undertakings instigated by to distributed computing projects like SETI@Home, Stardust@Home, and Galaxy Zoo run by the SETI Institute, NASA, and inde- pendent agencies—all of which entreat the public to contribute to scientific research. Some citizen science projects operate in a liminal, boundary-dissolving manner themselves: witness the popu- lar online game “Foldit,” which uses the pretext of a computer game to empower 49. Screenshot of the experimental protein-folding game, Foldit the public to identify possible ways a chain of amino acids folds into a natural three-dimensional shape, a notoriously difficult determination. Top-ranked Foldit players excel at identifying possibilities, often better than

3. Physicist and novelist C.P. their computer counterparts. Snow in his 1959 Rede lecture at Cambridge University, “The Two The more that academic and research institutions Cultures,” provocatively argued that the breakdown in communica- tion between the sciences and the engage with the public in this way, the more porous the divi- humanities should be remedied or 3 it would remain a major hindrance sion between the “two cultures” becomes, allowing for far to solving the world’s problems. His subsequent publications, The greater disciplinary freedom of movement. If we view artists Two Cultures and the Scientific Revolution (Cambridge: Cambridge University Press, 1960) and The Two working at the intersections of art, science, and technology Cultures: and a Second Look (Cam- bridge: Cambridge University Press, as having a certain responsibility to demystify science 1964), have become canonical texts in discussions of interdisciplinarity. and empower the public to both question and participate in it, then the jump from this kind of “crowdsourced” citizen 59 science to the outright adoption of scientific practices in an art context is not a large one. Like the citizen science projects mentioned above, the artists and micro-institutions in this chapter all engage the public, whether through a direct call to action, a museum- like presentation of materials, or an emphasis on public connection through open events and workshops. This is the place of dirty hands and excited conversations, strange confluences of subjects, and evenings spent peering into homemade microscopes. Just as institutional citizen science projects ask the public to lend a hand—making people feel as though their input might well affect how research is conducted—artists practicing as citizen scientists engage the public in a new inclusive relationship. The effect is empowering. Visitors to Machine Project in Los Angeles may come for the art and leave with knowledge of marine biology or processing; participants in CRITTER salon’s “Enormous Microscopic Evening” enter an art museum and suddenly find themselves identifying insects or understanding the operating principles of microscopy. They may sometimes be more slapdash than scientists, but artists implementing this methodology can identify research paths and points of engagement that might be ignored by scientists. And as they are less beholden to funding and utility, they also need not adhere to the cultural narrative of peer- reviewed experimental rigor. As instigators of citizen science, artists can raise questions that are not more or less significant than those posed by their white-coated counterparts—but that are certainly strange, unorthodox, and often compelling. CITIZEN SCIENCE 60

CAES R HARADA PROTEI 2010-ongoing

Protei is a fleet of pollution-collecting sailing drones, developed primarily to collect oil spills. It was designed by artist Cesar Harada and an international team of contributors under Open Hardware licensing by Open_Sailing, randomwalks, V2, and Amorphica. The inflatable drones are intended to be inexpensive, semiautonomous, self-righting, hurricane-ready alternatives to current oil spill collection technology, which, according to Harada, collects only three percent of the spilled material.

Being an open source project, the sailing drones are designed to be adapted and reimagined within different environmental contexts. While Protei gathers oil spilled into the open sea, other versions could tackle the “plastic island” in the North Pacific gyre or toxic substances in urban waterways. Protei—and its parent project, Open_Sailing, an international organization attempting to design and build a bio-architectural “International Ocean Station”—emphasizes the involvement of multitudes of people to achieve things that, in other contexts, might cost millions of taxpayer dollars and produce semi-secret information for closed groups of scientists. “It is not a utopian project,” Harada writes. “We are working on it every day.” 61 cesar harada

50. Cesar Harada, Protei, 2010

51. Cesar Harada, Protei, 2010 CITIZEN SCIENCE 62 Cesar Harada As an artist, how do you see your role in a technological or scientific setting?

My answer is personal and reflects only my perspective as an artist in a tech- nological or scientific environment. Before I get more specific, it is necessary to set this question in the context of accelerating technological developments at the beginning of the 21st century, when science resembles and often overpasses our wildest . I have abandoned consuming fictions since I became interested in science, and I now live in a world that is not limited by technology, but that is powered by technology, without boundaries. The future is open as technology and science reconfigure the environment, the larger ensemble that they influence, the Anthropocene.

Often, the general public mistakingly thinks of science and art as oppositional; one would be logic and procedural— the other intuitive and anarchist; one would be precise—the other scrappy. Such pre-conceptions are inaccurate and coun- terproductive. The history of art and the history of science are undistinguishable.

I won’t elaborate about the historical evolution of the art of engineering, the science of emotions, or demonstrate that both art and science utilize extremely creative investigations methods. I would rather be more practical and list a few roles an interchangeable artist/scientist can take in the development of technology/art research.

The making of technological or scientific research is a complex process that requires many components. An artist/scientist, as defined above, can act in two main areas: inside the science, and around the science.

Within the science — generates the technology/science, tinkering. — participates in the research process as collaborator, host/resident. — makes a critical and creative contribution. — builds prototypes, researches devices, tests, makes mistakes, observes, writes papers, makes progress. — elaborates on research strategy, explores alternative methods of investigations. — manages, creates connections between ideas, principles, and people with different areas of specialization. — develops applications for the technology, science principles. — plugs into other technology, couples.

Around the science — shares findings/ideas with the research community. — contextualizes, historically, socially, and practically, how to implement the science into a technology. — expands/narrows the scope of the research. — makes commentary, fantasizes, makes scenari of technological hedonism/dystopia. — hacks the technology, tests its boundaries, plays. 63

— subverts, outreaches for science/technology. — disturbs, trolls, lobbies. — promotes, fundraises, writes grants. — advises ethics board.

Unfortunately these days I spend more time “around the science” creating the conditions to research than I spend doing the actual research. I personally have much more interest in acting “within the science” and generating the science/technology. I may enroll in a research program again very soon, to become part of larger research group that allows me to focus on making science and technological progress, leaving the “around the science” work to other people who have interest in being in that space.

As a conclusion I would quote Joseph Beuys’ dictum, “Everyone is an artist” and add “Everyone is a scientist.” The boundaries between art and science are arbitrary; post-industrial society is the product of our technology and imagina- tion. Beyond deconstructivism, we are in a time of competition and collaboration for personal and general progress. The question, “Is it art or is it science?” does not matter anymore, and the question, “Are you a scientist or are you an artist?” does not matter anymore either. Every artist is a scientist. Every scien- tist is an artist. We are all people.

What I think matters is that technology, science and art are all contained in the Environment, Nature, the larger ensemble. Anything that positively serves the environment is worth researching. As a person, either considered an artist or scientist, I just keep this in mind, and make it my role as a human. CITIZEN SCIENCE 64

HeHe (Helen Evans and Heiko Hansen) NUAGE VERT 2003-2009

52. HeHe, Nuage Vert, 2007 ©HeHe 53. HeHe, Nuage Vert, 2004 ©HeHe

Created by HeHe duo Helen Evans and Heiko Hansen, Nuage Vert turns the vapor emissions of a household waste incinerator or an plant into an amorphous projection surface. The system uses a moving laser beam to draw the outline of the cloud issuing from the plant. Developed in collaboration with experts in laser technology, computer science, , energy production, and air quality monitoring, the work is a physical form of info-.

By making large-scale pollution brightly visible, the project brings critical attention to its production. “Waste is relegated to the outskirts of the city, along with everything that we find inconvenient, and infrastructures are kept in the shadow as much as possible,” explains HeHe to French newspaper Libération.1 “Modern incinerators are conceived so that their emissions are not visible. This leads to a form of ‘deresponsibi- lization.’ Our project attempts to make more visible the chain of waste management. If we want to change perceptions and attitudes on a daily citizen level, we need aesthetic stimuli as much as we need educational messages.”

HeHe projected Nuage Vert multiple times between 2003 and 2009. For each performance, the artists made an effort to involve the immediate community affected by the industrial pollution, including plant personnel, local authorities, environ- mental watchdogs, residents, cultural organizations, and schools.

1. Marie Lechner, “Le rayon vert divise Saint-Ouen,” Libération, Feb. 6, 2009, http://www.liberation.fr/culture/0101570790-le-rayon-vert-divise- saint-ouen. 65 HeHE (helen evans and heiko hansen)

53. HeHe, Nuage Vert, 2004 ©HeHe

54. HeHe, Nuage Vert, 2009 ©HeHe CITIZEN SCIENCE 66

CTTRRI E ENORMOUS MICROSCOPIC EVENING 2010

“Enormous Microscopic Evening” was a traveling event held at the San Francisco Exploratorium and the Hammer Museum in Los Angeles in 2009 and 2010, respectively. Organized by CRITTER Salon (with Machine Project), a San Francisco-based artist group dedicated to expanding the relationships between culture and the environment, the evening was all about micro- scopes: building them, manipulating them, and peering into the unseen recesses of the world through them. CRITTER called the event a “microscope jam session.”

The microscopes involved in the event ranged from homemade devices and simple water lenses to state-of-the-art micro- scopes that truly allowed participants to see the invisible. Organisms, live cells, insects, plant matter, objects brought from home—very little was safe from magnification. With the assistance of various scientific and natural history organiza- tions, the CRITTER Salon held workshops in DIY microscope construction and demonstrated how a new age of “social microscopy” is transforming the sciences.

The focus (so to speak) on microscopes presents them as a metaphor for what a scientific or technological approach can bring to the practice of art: if an artist’s job is to look at things in an unexpected way, then how better to sharpen and intensify that gaze than to use a microscope? To see the unseen, to reveal hidden truths about the world—this is the work of both scientist and artist. 67 critter

55.

58.

59. 56.

57. 60. 55–60. Images from “Enormous Microscopic Evening,” 2010 Hammer Museum, Los Angeles. Photos courtesy CRITTER Salon CITIZEN SCIENCE 68

R ichard pell CENTER FOR POSTNATURAL HISTORY 2010

Spearheaded by artist Richard Pell, The Center for PostNatural History is a project whose objective is to advance “knowledge relating to the complex interplay between culture, nature, and biotechnology.” It is an out-of-the-ordinary natural history museum that concerns itself with “PostNatural” varieties of life normally excluded from scientific taxonomy, i.e., those organisms that have been altered by humankind via selective breeding, genetic engineering, or other methods of biological tampering. Pell and his Center for PostNatural History are archivists of the biologically weird.

The Center, which keeps a catalogue of living and dead specimens, as well as publishes documents like “Strategies in Genetic Copy Prevention,”1 celebrates the transgenic mosquitoes, fluorescent fruit flies, and inbred laboratory rats that are the by-products of our age’s relentless biological experimentation. By implementing the traditional methodologies of preservation and display—insects stuck on pins, dioramas in glass cases—used by natural history museums, Pell aims to merge his practice with the larger discourse of museumology. This approach is having a great deal of success: Pell was recently awarded a research fellowship at the Smithsonian National Museum of Natural History, effectively blurring beyond recognition the border between art and science occupied by the Center for PostNatural History.

1. This publication and an accompanying installation of the same name presents a historical perspective on human inhibition of reproductive systems. 69 center for postnatural history

61. A small mammal collected from the Nevada Test Site following the end of atmospheric nuclear testing. Image courtesy the PostNatural History website

62. Rendering of the future Pittsburgh storefront to house the Center for PostNatural History, 2011 CITIZEN SCIENCE 70

THE INSTITUTE FOR FIGURING Hyperbolic Crochet Coral Reef 2005-ongoing

The Institute for Figuring operates in a zone between participatory science and handicraft. In 2005, as an homage to the Great Barrier Reef in their native Australia, Margaret and Christine Wertheim, founders of the Institute for Figuring, instigated a project to crochet a woolen reef. The project began in their living room in Los Angeles and has since become a worldwide movement that engages communi- ties across the globe. The Crochet Reef project is a unique fusion of art, science, , handicraft and community practice that is intended to draw attention to the present environmental threats to the reef, including pollution, climate change, fishing, shipping, and human use. These images from the 2011 Smithsonian installation of Hyperbolic Crochet Coral Reef represent the contributions of over 1,000 partici- pants in this collective crocheting effort.

The technique of “hyperbolic crochet” used by the Wertheims and their countless collaborators was discovered in 1997 by Cornell University mathematician Dr. Daina Taimina. As the Wertheims write on the project’s website, “The basic process for making these forms is a simple pattern or algorithm, which on its own produces a mathematically pure shape, but by varying or mutating this algorithm, endless variations and permutations of shape and form can be produced.” 71 the institute for figuring

63. The Institute For Figuring’s Hyperbolic Crochet Coral Reef project as installed at the Smithsonian’s National Museum of Natural History, 2010-2011. Photo © the IFF

64. The Institute For Figuring’s Toxic Reef (detail) as installed at the Smithsonian’s National Museum of Natural History, 2010-2011. Photo © the IFF —72— Fred Adams As a scientist, how do you see your role in a technological or scientific setting?

Much of scientific communication is done through talks, both as seminars and at scientific conferences. You might think that scientists would actually read the papers, and they do sometimes, but the spoken word carries more weight. In the old days, everyone used view graphs, but now everyone uses power-point. The art of power-point is thus vital to scientific communication, especially in astronomy where many stunning pictures (both from real data and from artists’ conceptions) are available. These power-point presentations often include movies and animations. Some of these movies are generated from the results of numerical simulations (i.e., calculations that actually use the laws of physics) and sometimes they are simply animations. In the realm of “artists’ conceptions,” opportunities exist for future collaboration between artists and scientists, although it is difficult to find an ideal collaboration.

One could also ask how my work might actually affect technology of the future. In other words, why should my work (or any astronomy/astrophysics) be pursued? The chance of any one particular researcher making a truly impor- tant contribution (e.g., like inventing the laser, which was quite a good one) is rare. However: In order for such low probability events to arise, one has to roll the dice a larger number of times. In this context, one needs a full slate of scientific research being carried out at all times. This work should span the spectrum of topics, and should vary from extremely “applied” or “practical” (e.g., weather prediction) to the complete opposite (e.g., string theory). With all of these scientists carrying out research over this wide range, some groups or individuals will hit upon “the next big thing.” Also: in order for the big breakthroughs to take place, one often needs a number of much smaller results to push them forward. These smaller contributions are not as well-recognized (you hear about Einstein a lot more than Lorentz) but are nonetheless crucial. I am happy to be able to take part in this grand enterprise. On the other hand, my own work thus far has been rather modest on the ‘practical’ scale: I have contributed to our understanding of how stars form and how the future uni- verse will unfold, and my results on both of these topics have been put in (some) textbooks. Although these issues help us understand our universe, and our place within it, they do not help us build a better mousetrap. Some of my mathematical work on stochastic differential equations will (probably) be applicable to future technology, but the coupling is weak.

Fred Adams is an American astrophysicist. He is professor of physics at the University of Michigan and co- author of The Five Ages of the Universe, which discusses the history, present state, and probable long-term future of our universe, according to cosmologists’ current understanding. 73 A RTISTS IN WHITE COATS AND LATEX GLOVES L aBORATORY, Life Sciences, Hardware, Software, Wetware, BioArt, DIYBio, Research, Vulgarization, Democratization

Artist researchers work in and across scientific disciplines while maintaining a creative approach. In this practice, art and science, although seemingly cul- turally divergent, attempt to inform one another. The objective is not to acquire expert knowledge, but rather to achieve experiential knowledge. However, many of the artists detailed in this chapter attempt to maintain legitimacy at a scientific level by adhering to the rigor- ous methods and standards followed by the scientific community. 65. Adam Zaretsky with pFARM: 2009. Image courtesy the artist SymbioticA1 is often cited as the gold standard for the integration of artists inside science laboratories. Located 1. http://www.symbiotica.uwa.edu.au/ at the School of Anatomy and Human Biology, The University of Western Australia, SymbioticA is the first research labora- tory where artists and thinkers can participate in practices such as neuroscience, molecular biology, anatomy, and ethics under the umbrella of a science department. In addition, the laboratory offers researchers a chance to freely engage 74

with explorations that might not fit into the current culture and curriculum of scientific research. Although many works developed by artists within SymbioticA’s protocols might seem to be subversive, speculative, or even chimerical, they still must fully comply with the rules and requirements of scientific research. This rule-abiding approach makes their work all the more powerful and gives the artists more freedom to create and exhibit their work without the fear of being censored or excluded from the larger

66. The Tissue Culture & Art Project, Victimless departmental discourse. Leather (Prototype), 2004. Photo: Ionat Zurr During a presentation at Ars Electronica in 2007,2 Professor Stuart Bunt, one of the co-founders of SymbioticA, explained the contributions that artists can offer to science: “In science you have to work towards an end point, to ‘cure,’ it’s not about doing research anymore, scientists are problem solvers. The critical edge that artists bring help scientists justify and constantly evaluate the scientific process.”3 One of the key purposes of artists’ explorations and experiments is to bring scientific discussions out of the laboratory and to initiate a public discourse about 67. Vastal workshop with Adam Zaretsky and Oron Catts at the Waag Society in Amsterdam, September 2009. Photo: Régine Debatty not only the state of scientific research

2. http://90.146.8.18/en/festival but also its ethical, social, political, and cultural implications. 2007/program/schedule.asp 3. http://we-make-money-not-art. As the late Professor Stephen Wilson4 noted, “Technology/ com/archives/ars_electronica_2007/ 4. Stephen Wilson was an artist, author, and professor at San science/art research is still marginalized as a fringe activity. Francisco State University who passed away in January 2011. He In a technoscientific culture, artistic probing of the world of was considered to be a leading thinker and practitioner in the field research is a critical, desperate need. We need people looking of new media. 5. http://we-make-money-not-art. com/archives/2007/04/interview- at these fields of inquiry from many frames of reference, not with-12.php just those sanctioned by academia or commerce.”5 Some artist researchers also make it their mission to disseminate knowledge and make technology more accessible 75 to the general public. They invite the public to participate in hands-on workshops that explore science in a non-intimidating way. This heuristic approach to the tools and methods of science and technology not only provides participants with a more informed, practical perspective, but also acts as the starting point of a series of critical discussions about the broader cultural and ethical implications of the technology at stake. An example of this is artist Adam Zaretsky’s VivoArts Workshops, courses 68. Vastal workshop with Adam Zaretsky and Oron Catts at the Waag that combine studio arts and biological Society in Amsterdam, September 2009. Photo: Régine Debatty sciences. Zaretsky explains: “The difference between a tech- nical scientific learning session and a Vivo-artistic laboratory approach is mostly qualitative. While engaging in the technics, we also deal with the relational issues surrounding this type of process: pain, death, responsibility, curiosity, the meddlesome sadism of a personal genetic footprint/signature/graffiti, risk assessment between foreign species and the ecosphere, as well as critiquing admonitions against the urge to fondle the folds of mutant love.”6 It is in launching these types of creative public laboratories that artists extend scientific discourse into the social sphere. This variety of public engagement happens regularly at the recently opened Science Gallery at Trinity 6. http://we-make-money-not- art.com/archives/bioart/index. College, Dublin. This “world’s first” institution is a laboratory- php?page=3 like art space that regularly supports hands-on experiments, conversations, and playful social events as part of its art/science exhibitions. Typical Science Gallery events include “Seed Dating,” an attempt at matchmaking between artists and scientists for future projects, and exhibitions like “Infectious” (2009), which cast a large net to understand all that is “contagious”—from laughter to viruses. Included in A RTISTS IN WHITE COATS AND LATEX GLOVES 76

this exhibition was a project titled Kiss Culture (2009), by Maria Phelan of Ireland, in which visitors, on entry to the gallery, kissed an individual petri dish, which was then cultured so they could come back to “discover the natural flora you carry on your lips and nose.”7 It was a cultural activity in more ways than one.

7. http://www.sciencegallery.com/ infectious-stay-away/infectious- exhibits/kiss-culture 77

69. elektro the Motoman, 1939 world’s fair A RTISTS IN WHITE COATS AND LATEX GLOVES 78

BNORA D N BALLENGÉE MALAMP 1996–2008

Since 1996, the biologically inclined artist Brandon Ballengée All images contain information of some kind. Traditionally, “art” has been studying declining populations and deformities images provide visual, conceptual, or aesthetic information in amphibians. These investigations, conducted with scientific that stimulates us and moves us in specific ways, while “science” rigor, have involved collaborations with numerous researchers images have a more pragmatic value, designed to convey mea- throughout the United States and Europe. According to surements and relationships—data. Ballengée’s work contains Ballengée, amphibians are environmental canaries in the coal both varieties and, by being ecological in nature, is also political. mine, and the state of this group of animals is dire—not only Of his images, he writes that they are a “visual dialogue that are they declining in population across the globe, but they become a conceptual form of environmental outreach.” are displaying increasing levels of morphological anomalies such as extra, deformed, or missing limbs.

Ballengée sees his research as an effort to blur the “already ambiguous boundaries” between environmental art and ecological research; his work, which he often conducts for organizations like the United States Geological Survey’s North American Reporting Center for Amphibian Malformation (NARCAM), stands up in terms of both scientific methodology and aesthetic value. His work is collected by natural history institutions like the Peabody Museum at Yale University and the American Museum of Natural History in New York, as well as contemporary art museums and galleries. In his work Ballengée could be considered a descendant of the 19th century Hudson River School of landscape painting and of 20th century Land Artists like Betty Beaumont and Agnes Denes. A practitioner of fieldwork and color, Ballengée is as comfortable in a labora- tory as he is in a lecture hall—a twenty-first-century polymath. 79 brandon ballengÉe

70. DBB 2, Khaos, Scanner Photograph of Cleared and Stained Deformed 71. DFA 8, Deméter, Scanner Photograph of Cleared and Stained Multi- English Toad in Scientific Collaboration with Richard Sunter (Yorkshire limbed Pacific Tree frog from Aptos, California in Scientific Collaboration Naturalist’s Union). Unique Digital Chromogenic print on watercolor paper, with Dr. Stanley K. Sessions. MALAMP titles in collaboration with the 121 cm. by 93 cm., 2008/10, Commissioned by Arts Catalyst, London, England Poet KuyDelair, H 46 inches x W 34 inches, 117 cm by 86 cm, IRIS print on watercolor paper, 2003/07, Courtesy the Artist and Nowhere Gallery, Milan

72. DFA 18, Triton, Scanner Photograph of Cleared and Stained Multi-limbed Pacific Tree frog from Aptos, California in Scientific Collaboration with Dr. Stanley K. Sessions. MALAMP titles in collaboration with the poet KuyDelair. H 46.5 inches x W 34.5 inches, 118 cm by 88 cm, Unique Digital Chromogenic print on watercolor paper, 2001/07, Courtesy the Artist and Verbeke Gallery, Antwerp A RTISTS IN WHITE COATS AND LATEX GLOVES 80

73. DFA 117, Galatée, Scanner Photograph of Cleared and Stained Multi- limbed Pacific Tree frog from Aptos, California in Scientific Collaboration with Dr. Stanley K. Sessions. MALAMP titles in collaboration with the poet KuyDelair. H 46.5 inches x W 34.5 inches, 118 cm by 88 cm, Unique Digital Chromogenic print on watercolor paper, 2001/07, Courtesy the Artist and Verbeke Gallery, Antwerp 81 brandon balLengÉe

74. DFA 9, Sphinx, Scanner Photograph of Cleared and Stained Multi-limbed Pacific Tree frog from Aptos, California in Scientific Collaboration with Dr. Stanley K. Sessions. MALAMP titles in collaboration with the Poet KuyDelair, H 46 inches x W 34 inches, 117 cm by 86 cm, IRIS print on water- color paper, 2003/07, Courtesy the Artist and Nowhere Gallery, Milano A RTISTS IN WHITE COATS AND LATEX GLOVES 82

GILBERTO ESPARZA NOMADIC PLANTS 2010

75. 76. 75, 76. Images from Gilberto Esparza, Nomadic Plants, 2010. Images courtesy the artist

The Nomadic Plants created by Gilberto Esparza are robots 1. Microbial fuel cells use bacteria to achieve the direct conversion of powered by water pollution—the dirtier, the better. Whenever organic matter to electricity. 2. http://www.iconeye.com/index.php?option=com_content&view=article& the plants and microorganisms living in symbiosis inside the id=4324:nomadic-plants-by-gilberto-esparza robot’s body require nourishment, the robot moves toward a 3. http://www.we-make-money-not-art.com/archives/2010/04/-1-cuando- contaminated body of water and “drinks” from it. As the water lei-acerca.php passes through a microbial fuel cell,1 the toxic elements in the water are decomposed and turned into energy that can feed the robot’s “brain circuits.” Any surplus water is then used to sustain plants living on the robot’s back.

“Nowadays robots are a waste of energy,” Esparza told Icon Magazine. “They dance and they move all the time.”2 Nomadic Plants, on the other hand, are both efficient and autonomous.

Esparza uses his art to explore new ways of engaging with current ecological issues, illustrating the importance of living in symbiosis with our planet and all species that inhabit it. His Nomadic Plants project is part of a series of experiments that aims to stimulate a critical discussion about the ambigu- ous forces wielded by technology.

“The Nomadic Plant is a portrait of our own species,” explains the artist. “It also deals with the alienated transformation of this new hybrid species that fights for its survival in a dete- riorated environment.”3 83 gilberto esparza

77.

78. 77, 78. Images from Gilberto Esparza, Nomadic Plants, 2010. Images courtesy the artist A RTISTS IN WHITE COATS AND LATEX GLOVES 84

PHILp i ROSS MYCOTECTURAL ALPHA 2009-ongoing

79. Philip Ross, Mycotectural Alpha, installation view, 2009 80. A single Ganoderma lucidum brick from Philip Ross, Mycotectural Alpha, 2009

Philip Ross’s Mycotectural Alpha was a arch grown from the fungus Ganoderma lucidum (also known as Reishi or Ling-chi). The fungal bricks, grown in wooden cases over the course of several months at a mushroom farm in Northern California, look like, in Ross’s words, “decrepit cake.” Although the piece appeared whimsical, the idea of building structures out of mushrooms is not as far-fetched as one might think. Mycelium, the network of thin, rootlike fibers that forms beneath a mushroom, is non-toxic, is resistant to fire, mold, and water, and traps heat better than fiberglass insulation does. It’s also possibly the only material on Earth to be both stronger than concrete and edible.

Mycotectural Alpha was the first structure made entirely out of mushrooms. According to Ross, it was so sturdy that he damaged countless metal files and saw blades in the process of constructing the arch. He writes, “My goal is to create a space that can shelter 12-20 people at a time. Over the next few years I will continue growing experiments to determine the fungi’s material qualities as well as a means of propagating more complex forms.”1

The arch, which was a test structure preceding Ross’s further experiments in “mycotecture,” was boiled down into tea over the course of its installation at the Kunsthalle Düsseldorf in 2009. “A literal tea house,” Ross writes.

1. This and all other quotes are from http://www.philross.org/. 85 philip ross

PHILp i ROSS PURE CULTURE 2007-Ongoing

82.

81. 81, 82. Philip Ross, Pure Culture, 2007-ongoing

Ross sees fungal material as having potential as architectural building blocks, and he’s not alone in this belief. In a case of art and science synchronicity, a young company called Ecovative, with a myco-factory in upstate New York, produces and sells “Greensulate,” an insulation and packaging material made from mushroom mycelium. Ecovative, which calls this material a “green alternative to Styrofoam,” has been awarded grants from the EPA, National Science Foundation, and Department of Agriculture.

However, not all of Ross’s mycological work is concerned with function. Since 2007, he has been working on a series called Pure Culture, comprising mushroom sculptures of a purely formal nature; for these, he molds Ganoderma lucidum into esoteric and fantastical forms over the course of months and even years of growth in his studio. Ross compares his mushroom sculptures to bonsai—a practice of “transforming and refining.” A RTISTS IN WHITE COATS AND LATEX GLOVES 86 Philip Ross As an artist, how do you see your role in a technological or scientific setting?

There are various roles I believe I play in technological and scientific environ- ments, some of which include: — Being a translator of scientific method through educational programs and cultural activities. — Acting as an instigator of dialogue between the public, academies and other centers of informational power and authority. — Wielding the axe of the barbarian in an attempt to blow open the civilized gates, doors and walls that deny access to information. — Learning through the actions of a symbiont, and exchanging resources and knowledge in relationships that are mutually beneficial to those in participation. — Producing critical artworks and writings that reflect my interest in the history, poetics and environments of practical knowledge.

My evolution into these roles came about through growing up with an intensive interest in rationalized aesthetics and other toys of modernity, but even more importantly through the desperate need to understand the literacy of power that governs critical medical and health decision making processes. What follows is biographical, but is the best way I know to explain the source of in- spiration for being involved so intensively with science and technology.

I moved to San Francisco in the mid 80’s to attend the San Francisco Art Institute, in part because the Bay Area had a thriving techno culture as well as an equally vibrant techno counter-culture. This was the place that was home to Ant Farm and Terry Riley. AutoDesk was developing those weird data gloves and virtual ski goggles, and SRL was putting together political killer-robot sex wars. From the distance of the East Coast where I grew up this all seemed spectacularly miraculous. I wanted my turn at flying around in the chrome plated UFOs that I imagined all the citizens of Cupertino and Redwood City were given the keys to at birth.

Of course, things were different than I had imagined. When I arrived the A.I.D.S. crises was in full bloom, sniffing out and destroying scores of young classmates, friends, and friends of friends. Information about the disease was hard to come by and even harder to understand. Viral mechanics are difficult to comprehend without a grasp of molecular and cellular dynamics, and understanding retroviruses requires knowledge of the immune system, RNA transcription and many other complicated biological systems. I became a hospice caregiver for friends and family, and was radicalized through partici- pation with Act Up and other underground health advocacy networks to challenge institutional authority. The central axioms being:

Information=Power Silence=Death 87

In trying to find information about existing medicines and therapies I learned about the American health care system, the statistical methods of clinical trials, and the difficulties of finding and interpreting significance in scientific language and writing. In combing through medical texts and libraries I became a true academic, and as a result was able to formulate challenges to the decisions of politicians, doctors and other ‘important’ people who guarded access to knowl- edge and other rationales of choice.

In this USA most scientific literacy ends at 10th grade if a student is not good at science or math. This was certainly the case for me. This ruins the possibility of making well-informed health decisions, often conducted at desperate times, without advocacy or a realization that there might be other opinions and possibilities that are counter to what is being offered as a best decision. I have a fire inside, and feel that our institutional and educational systems fail us as a citizenry when the wealth of our collective knowledge is cryptically removed because of lack of access, language and practice. One of my roles as an artist is to use culture and creativity to bring people into a more informed and criti- cal relationship to technological and scientific environments. A RTISTS IN WHITE COATS AND LATEX GLOVES 88

BCL (Georg Tremmel and Shiho Fukuhara) Common Flowers / White Out 2010

83. 84. 83, 84. Images from BCL (Georg Tremmel and Shiho Fukuhara), Blue Carnation, 2009

For Common Flowers, the artists Georg Tremmel and Shiho Fukuhara reverse-engineered a genetically modified variety of carnation called “Moondust.” Moondust was designed by Suntory Flowers, which genetically manipulated an originally white carnation to produce blue flowers. It was the first com- mercially available, genetically engineered consumer product that was intended purely for aesthetic consumption.

BCL—the name of Tremmel and Fukuhara’s practice—purchased commercial Moondust flowers and proceeded to “biohack” them in their kitchen, cultivating the cut flowers into plants. Taking the project a step further, they exploited the so-called non-harmful designation of these genetically modified plants and seeded them into the wild, creating a “Flower Commons,” a free population of prospering flowers. BCL refers to the artists’ liberation of a genetically engineered plant in technological terms—like a hacked cellular phone, the Moondust was “jail- broken.” This work raises questions about intellectual property and copyright in the realm of nature, as the propagation of these flowers in the environment constitutes a violation of Suntory’s copyright.

Whether you call it reverse bio-piracy, do-it-yourself biotech, or science fair project, BCL’s Common Flowers is an act that establishes the empowering possibilities of biotechnology in the artistic and public lexicon. “As a cultural practice,” Fukuhara explained to The Japan Times, “we believe it is important to gain an understanding of biotechnology. As the twentieth century was the century of the computer, the twenty-first century will be about biotechnology.” 89 BCL (Georg tremmel and shiho fukuhara)

84.

85. BCL (Georg Tremmel and Shiho Fukuhara), Blue Carnation, 2009 A RTISTS IN WHITE COATS AND LATEX GLOVES 90

K ATHY HIGH BLOOD WARS 2011

87. Blood Wars logo

86. Kathy High, Blood Trophies Cabinet, 2011

Blood Wars is a project being conducted by Kathy High, a self-styled new media artist and professor at Rensselaer Polytechnic Institute. Blood Wars is essentially a tournament between different donors’ white blood cells held in a petri dish.

First, human blood samples are drawn by a professional phlebotomist. The white blood cells are isolated, stained for identification, and placed inside a petri dish for the duel, which pits blood cells from different participants against each other to compete for nutrients in their environment—an uncommon encounter. The cellular “winner” of each match, which is photo- graphed under a microscope, goes on to fight the next participant.

Using a questionnaire describing the identity of each partici- pant, High gathers this information to generate a fictional character for the individual blood samples—each “blood type.” The project explores the possibilities presented by this strange medium, delving into the character of the human immune system and the ways we think about the the body’s “defenses” in bio-political terms. Blood Wars is also an artistic effort to question some deeply entrenched ideas of racial superiority, the idea of having blood-based kinship, and how our blood has traditionally defined our sociopolitical and racial identity (i.e., “blue blood”). 91

87. Blood Wars logo

88. karl Sims, Evolving Virtual Creatures, 1994 A RTISTS IN WHITE COATS AND LATEX GLOVES 92

Fr e nANdo Orellana SLEEP WAKING 2008

Sleep Waking, a collaboration between artist Fernando Robots are increasingly being used to augment human experi- Orellana and computer scientist Brendan Burns, investigates ence. From prosthetic devices and robotic telepresences the human-robot relationship. Using brainwave activity and to implanted RFID chips, technology is advancing robots from eye movements recorded during REM sleep to generate robot being an externalized tool to being a literal extension of who behaviors and head positions, the artist enables the Sleep we are. Some form of robot-human hybridity seems to be an Waking robot to “play back” human movement theoretically inevitable feature of the near future, and Orellano’s work gives occurring during the dream state. examples of, and draws attention to, the paths we take toward this end. To develop the piece, Orellana spent a night at the Albany Regional Sleep Disorder Center in Albany, New York, where “Sleep Waking is a metaphor for a reality that could be in our he was wired up with a variety of sensors that monitored future,” explains the artist. “In the piece we use a fair amount everything from his brain using an EEG (electroencephalogram) of artistic license. Though the eye positioning data is a literal to his heart using an EKG (electrocardiogram), as well as eye interpretation, what we do with the EEG data is a bit more positioning data. The data collected on Orellana’s eye move- subjective. However, perhaps one day we will have the technol- ments was applied to direct the position of the robot head, ogy to allow a robot to act out what we do in our dreams. What while the EEG data was run through a machine-learning could we learn from seeing our dreams played back for us? algorithm to identify patterns, which were then associated Will we save our dreams [the way] we save our photographs?”1 to pre-programmed robot behaviors. The patterns were used as filters to process the entire data set, and the robot acted 1. http://we-make-money-not-art.com/archives/2008/02/how-does-it- out each associated behavior accordingly. Periods of high work-exactly.php REM activity were associated with dynamic behaviors in the robot—pretending to fly, for example, or looking scared. Low REM activity, on the other hand, triggered more subtle behaviors—like gesturing and looking around. This range of behaviors demonstrated by the robot correlate to actions a human might perform in a dream.

93 fernando orellana

89.

90. 91. 89–91. Images from Fernando Orellana, Sleep Waking, 2008 A RTISTS IN WHITE COATS AND LATEX GLOVES 94

S WAMP (Douglas Easterly and Matthew Kenyon) + Tiago Rorke THE TARDIGOTCHI 2010

98. 99. 98, 99. Microscopic tardigrades

As its portmanteau name suggests, the Tardigotchi1 is a hy- into a neutral position, the avatar loops through a short anima- brid between two pets: a toy avatar derived from the 1990s tion that displays its full belly. Both the real and digital pets and a less famous but living organism called have been fed. a tardigrade. Tardigotchi is a pet you needn’t ever worry about. You can email Tardigrades,2 also known as “water bears” or “moss piglets,” it and even it through Facebook. When you send a are microscopic animals with eight legs. They can be found all message to Tardigotchi, a Bluetooth signal conveys the infor- over the world and are able to survive in extreme environments. mation to the sphere, turning on a small incandescent lamp and Not only can they endure both extremely high and low tem- warming the tardigrade’s enclosure. At the same time, it also peratures, but they also can tolerate 1,000 times more radiation runs a short animation showing the avatar basking in the sun. than other living creatures and can live for almost a decade without water. They are the only animals known to be able to 1. http://www.tardigotchi.com/ survive the vacuum of space. 2. http://en.wikipedia.org/wiki/Tardigrade

Tardigotchi is a composite of the living tardigrade and its digital avatar. In this work the tardigrade lives on one side of a por- table, brass-cased computing sphere; on the other, an LED screen displays a digital tardigrade. When you hold Tardigotchi, you simultaneously hold biological life and digital life—it’s an animal, a pet, a game, and an interface.

Once a day Tardigotchi digitally signals the owner that it is hungry. The owner must then place it on a docking station, where a syringe can poke through the silicone wall of the tardigrade’s home and pump in some moss water. Meanwhile, a microcontroller relays the feeding animation to the avatar. After the docking mechanism has removed the syringe from the miniature ecosystem and pulled the apparatus back 95 S WAMP (douglas easterly, matthew kenyon) + tiago rorke

100.

101. 100, 101. Images from SWAMP and Tiago Rorke, Tardigotchi, 2010 A RTISTS IN WHITE COATS AND LATEX GLOVES 96

102. Page from the Tardigotchi website 97 S WAMP (douglas easterly, matthew kenyon) + tiago rorke A RTISTS IN WHITE COATS AND LATEX GLOVES 98

Ang es Meyer-Brandis CLOUD CORE SCANNER 2010

103. Agnes Meyer-Brandis, Cloud Core Scanner Logo, 2010

In September 2007, Agnes Meyer-Brandis was invited to participate in a DLR (German Aerospace Center) zero-gravity1 flight. Although such flights are primarily reserved for scientific purposes, Meyer-Brandis used the opportunity to work on her art project Cloud Core Scanner under conditions of tempo- rary weightlessness.

During parabolic flight, an aircraft lifts its nose toward the sky at an angle of forty-five degrees and is “pushed over the top” to achieve a parabola. At the peak of this curve, the crew experiences about twenty-five seconds of weightlessness.

Meyer-Brandis participated in the parabolic flight to study what she calls “cloud cores” in a state of weightlessness. Small particles suspended in the air form the basis for clouds. The water in the air condenses around these particles, or cores; this accumulation of water becomes a drop; and many drops generate a cloud. The artist has developed probes capable of observing these otherwise elusive (i.e., imaginary) cloud cores.

Meyer-Brandis took two instruments on board with her. The first one, the Cloud Core Scanner, is the first ever picture- generating instrument for examining the behavior of particles in the cloud cores during the zero-gravity flight. The second apparatus is the ADM-Filmbox, which she used to capture images from even the most fleeting cloud cores. The cloud core world can be observed inside what looks like little snow globes.

1. http://en.wikipedia.org/wiki/Weightlessness 99 agnes meyer-brandis

104. Agnes Meyer-Brandis at work during zero-gravity flight

105. Embarking the Cloud Core Scanner on the zero-gravity flight A RTISTS IN WHITE COATS AND LATEX GLOVES 100

106. Agnes Meyer-Brandis working in microgravity

107. Still from a video recorded in the Cloud Core Scanner sphere lab Adam Zaretsky As an artist, how do you see your role in a technological or scientifi c setting?

As an artist, my role in a scientifi c or technological environment is un- sutured, torn and also cozy. I often feel in a double bind as the funding sources expect my work to aid in the social acceptance of new technology or provide a soft social debate without any infl uence on the pace and di- rection of future research.

If I speak fondly of scientifi c processes as invasive, meddlesome, sadistic methodologies, I am working for the power structure, the tribe of devilish successfuls, who doom the earth with their engineering attitude and their inability to perceive thanatos in their optimization dreams.

On the other hand, if I speak from the scientifi c environment as a critic- antagonist, I am perceived of as a corporate pseudo-luddite, lackey muckraker for hire. What kind of hypocrite speaks on a disdainful bully pulpit from the lab and payroll of innovation, national, scientifi c and corporate funders?

Finally, if I make a mess that is off sauntering in a transgenic ecocidal swath of destruction, it is the fault of the non-professional, the artist, the buffoon and this seals the insurance of power’s resilient use of the arts to interpolate technoscientifi c introduction into the ecosphere and markets, markets, markets.

My self appointed role is always to try to communicate an immersed and informed, ‘demystifi ed’ version of the libido which drives the obscure processes of scientifi c research to the public and scientists themselves. Meanwhile, I continue engaging in the mystical practices of jazz parrahesia (screaming-angry-joyous-postlogical-ranting) through art-sci sex, blood and politics with a fi delity to voice-acts-cross/species_kindred, unencum- bered by expectation.

I’m at home with the sexual frenzy and the blood dripping politics of: the world, the lab, the bedroom, and the art studio.

So the confusion and anger I add to the orgy of dismantling in these realms is the cozy role I play in this arena. A RTISTS IN WHITE COATS AND LATEX GLOVES 102

SYMBI OTICA/TISSUE CULTURE & ART PROJECT VARIOUS PROJECTS 2000-ongoing

108. NoArk I, The Tissue Culture & Art (Oron Catts & Ionat Zurr), Vessel 109. Disembodied Cuisine Installation Nantes France 2003, The Tissue design in collaboration with Marcus Canning, taxidermy, preserved speci- Culture & Art Project, 2003. Photography: Axel Heise mens, bioreactor, glass bids and living cells. 2007

Before establishing SymbioticA1 in 2000, Oron Catts founded, were familiar and presented in taxidermied form, such as a crow, together with Dr. Ionat Zurr, the Tissue Culture and Art Project2 a rat, and the head of another mammal. The others, however, to explore tissue culture manipulation and engineering as a were not only unknown to most people, but also alive in the dis- form of inquiry into shifting perceptions of what constitutes life. play. They comprised a collection of cells and tissues engineered from different species, compiled from tissue banks, laboratories, The group gained worldwide recognition in 2003 with Disembodied museums, and other collections. Although these engineered Cuisine,3 an installation and performance that involved the suborganisms are alive, natural history museums don’t take them growth, cooking and public tasting of tissue-engineered meat into account. They remain hidden in laboratories, floating in the from a frog that was kept alive during the whole event. As cura- limbo of unclassifiable biotechnology. tor and writer Jens Hauser4 notes, the project contributed to the open use of existing knowledge toward political ends: by Catts’s individual ongoing project The Autotroph9 extends his bringing the concept into the public domain, the artists made practice to address ecological concerns and global environmen- it difficult for commercial firms to patent and make a profit out tal pressures. The Autotroph is a kinetic sculpture that functions of “tissue-engineered meat.”5 as a desalination plant; it attempts to protect Lake Clifton in Western Australia (or at least a portion of it) from the effects Perhaps the group’s most iconic work, Victimless Leather6 of climate change and urban development. The ultimate goal is saw the creation and development of a semi-living garment to contribute to the conservation of a population of thrombo- grown out of “immortal” cell lines. “Biotechnology is producing lites,10 rock-like structures built by microorganisms and regarded more and more chimeras,” explains Catts.7 “Human stem cells as one of the earliest forms of life on Earth. are implanted into rat brains where they develop into entirely functional nerve cells. Biotechnology breaks down the barriers 1. http://www.symbiotica.uwa.edu.au/ between species, and this triggers a series of questions: how 2. http://www.tca.uwa.edu.au/ 3. http://www.tca.uwa.edu.au/disembodied/dis.html many human cells does a rat brain need before it becomes hu- 4. http://archive.transmediale.de/page/detail/detail.0.persons.648.3.html man? And how many animal organs can we implant into human 5. Jens Hauser, “Bio Art—Taxonomy of an Etymological Monster,” bodies before they become [nonhuman] animals themselves?” presentation at Ars Electronica 2005. 6. http://www.tca.uwa.edu.au/vl/vl.html 7. http://www.arte.tv/fr/Art-biotech/796180.html More recently, the NoArk8 project directed attention to the 8. http://www.tca.uwa.edu.au/noark.html taxonomical crisis caused by the arrival of new, hybrid life forms 9. http://symbiotica-adaptation.com/?page_id=44 and http://wiki.mech.uwa. edu.au/index.php/The_AUTOTROPH_-_De-Salination_Plant engineered through biotechnology. In NoArk, Tissue Culture and 10. http://en.wikipedia.org/wiki/Thrombolite Art Project displayed a series of species inside a modern version of a Renaissance cabinet of curiosities. Some of these species 103 symbiotica/tissue culture & art project

110. Victimless Leather- A Prototype of Stitch-less Jacket grown in a Technoscientific “Body”, The Tissue Culture & Art (Oron Catts & Ionat Zurr), Biodegradable polymer connective and bone cells, Dimensions variable, 2004 A RTISTS IN WHITE COATS AND LATEX GLOVES 104

111. SymbioticA and Arts Catalyst Workshop, Kings College in London 114. SymbioticA and Arts Catalyst Workshop, Kings College in London, 28 March - 2 April 2005

112. ‘SymbioticA Biological Arts Masterclass’ Stavanger, Norway, 2008, photo credit: James King

115. ‘SymbioticA Biological Arts Masterclass’ Stavanger, Norway, 2008, photo credit: James King

113. SymbioticA BioTech Art Workshop, RMIT University, Melbourne, Australia, Photographer: Pete Waters, November 2009 105 symbiotica/tissue culture & art project

119. SymbioticA BioTech Art Workshop, RMIT University, Melbourne, Austra- lia, Photographer: Pete Waters, November 2009 116. SymbioticA BioTech Art Workshop, RMIT University, Melbourne, Austra- lia, Photographer: Pete Waters, November 2009

120. SymbioticA BioTech Art Workshop, RMIT University, Melbourne, Austra- lia, Photographer: Pete Waters, November 2009 117. 118. 117, 118. SymbioticA BioTech Art Workshop, RMIT University, Melbourne, Australia, Photographer: Pete Waters, November 2009

121. SymbioticA BioTech Art Workshop, RMIT University, Melbourne, Austra- lia, Photographer: Pete Waters, November 2009 106 Geraldine Juarez As an artist, how do you see your role in a technological or scientific setting?

The thing is... technology is all around, for me it is not a specific context, I think everyone is immersed in this time in a technological environment.

With FAT, technology is our tool, our theme and our means of production and distribution of our work. The role of FAT is mostly to turn mainstream all the open source culture that sometimes is seen as something nerdy or inaccessible, when really it is not. Our role is to be the Tootsie Pop of the pop culture :)

With telecomix, it is different. We are actually more like social technicians who use technology to maintain technology open. My role in telecomix is not as artist though, although the whole assemblage of telecomix sometimes is a work of art. We produce videos, infrastructures, writting and theory to make cool the duty of protecting the internet and mostly keep open any channel of communication.

I guess in both projects I don’t see my self as someone with a specific role... but as part of a group. With FAT our role is to develop cool open source and shar- ing culture. With telecomix the role is to protect internet and create political awareness, plus provide emergency communication when needed. In telecomix some people are very scientific, such as real engineers and skilled program- mers, they don’t talk about their role in science, they just do science. 107 TH E MAKer MOMENT M aKING, Tinkering, DIY, DIWO, Handmade, Functional, Recycled, Repurposed, How-to, Craft

In the wake of the Soviet Union’s launch of Sputnik in 1957, the United States attempted to close the perceived gap between Soviet and U.S. scientists by establishing the National Defense Education Act (NDEA) of 1958, which provided $887 million for improvements in education over four years. Among the Act’s areas of focus were science, mathematics, and technical fields. The years that followed saw the expansion of “shop” classes in schools, the institu- tion of classroom labs, the proliferation of science fairs and math clubs, and the creation of award incentives like the Westinghouse Science Honors Institute for high school students. Through 122. Bruce Shapiro's programmable etch a sketch at Maker Faire 2006 the NDEA, hundreds of schools received funding for the construction of planetariums and space science classrooms within their buildings. NDEA was a top-down directive: the idea was to create a new generation of scientists and engi- neers to help the United States maintain its military status and competitiveness in a global economy. The type of training that many baby boomers received during this period has faded from the agenda of American public schools today—to say nothing of the fact that creativ- ity receives even less of a focus. As many have pointed out, the U.S. government’s more recent STEM (Science, Technology, 108

Engineering, and Mathematics) education focus lacks STEAM because of its omission of Art—a key ingredient in the alloy of innovation. Enter the Maker Movement: a grassroots, peer-to-peer, open source cultural force that embodies a hands-on approach to building, modifying, and repairing things. Popularized by the publication of Make magazine, which appeared on news- stands in 2005 and has since served as a principal organizing voice, the Maker Movement has empowered countless basement tinkerers to seek community and share their projects with one another. Makers are no longer working alone in this joyful tampering and building. Hacker spaces around the world now provide a kind of shared “studio space,” where for a modest membership fee, one can gain access to a basic machine shop, pooled materials, and a diverse knowledge network. International associations like Dorkbot have also created a meeting place for artists, engineers, designers, scientists, and inventors to present their ideas and processes in plain language. An alternative economy has emerged around maker culture, one positioned outside the mainstream marketplace. Thanks to Kickstarter.com, a site launched in 2009, makers can now raise funds for their projects through “crowd-funding.” Sites like Etsy.com also serve as an alternative marketplace for selling handmade products and inventions. The maker methodology thus inverts the former NDEA model of top-down education and replaces it with a grass- roots network of DIYers (Do It Yourself-ers) and DIWOers (Do It With Others-ers) who revel in complex projects adapting antiquated electronics, household materials, and modified consumer products. A maker slogan says it all: “If you can’t open it, you don’t own it.” 109

In recent years, the institutional science world has begun to take notice. In 2010 the National Science Foundation made an appearance at the World Maker Faire in New York, and it has since sponsored related convenings, like the 2011 “Art as a Way of Knowing” conference at The Exploratorium in San Francisco. Last year Congressman Bill Foster of Illinois introduced the National FabLab Network Act of 2010, provid- ing for “the establishment of... community-based, networked Fabrication Laboratories across the United States.” The Maker Movement champions the handmade and the functional, the incorporation of everyday materials, and the inclusion of the untrained and nonprofessionals in the creative process. In general, it exhibits a reluctance to partici- pate in the mainstream culture of mass production and an opposition to proprietary technology—makers share information about hacking and modifying commercially manu- factured products. In this way, the

Maker Movement has origins all 123. Video still from amateur space footage shot by Max and Luke Geissbuhler over the creative sphere: in the Arts and Crafts movement, in folk art, in industrial design, and in punk rock. Artists have long embodied the values of maker culture: to use the materials immediately available, to recycle, to make and grow one’s own, to create new forms from old ones, to customize, and to approach materials with curiosity and a desire to understand the way things work. In a sense, maker culture is the popular adoption of artistic values that have existed at least as far back as the fifteenth century, a time when Renaissance humanism asserted that individuals had the capacity to embrace, understand, and apply all areas of knowledge. The difference is that while artists once made THE MAKER MOMENT 110

things from nothing, makers and their allies make things from other things. And the end product can have, literally, astro- nomical implications. In August 2010, dad Luke Geissbuhler and his son Max managed to send a homemade spacecraft nine- teen miles into the sky to record video from the Earth’s stratosphere. The duo took eight months to build their craft, which included an iPhone, GPS equipment, an HD video camera, and some hand-warmers, all housed in an insulated case and pulled by a nineteen-inch weather balloon. A seven- year-old child sending a homespun craft into space: this is something that if stated in the mission of the 1958 National Defense Education Act, would have seemed spurious and absurd. And yet it is somehow its consequence. James L. Acord (1944–2011)

James L. Acord (1944-2011) was an artist who worked primarily with radioactive materials. He was the only private individual in the world licensed to work with radioactive material. The world’s fi rst nuclear sculptor spent years learn- ing how to execute modern alchemy: the conversion of radioactive waste into inert material and subsequently into sculptures. He spoke on art and nuclear science at both art and nuclear industry events in the US and the UK and organized many forums that brought together artists, activists and nuclear industry experts. 124. The nuclear sculptor James L. Acord stands in front of the fast The development of his artistic process, from the simple discovery that granite flux Test facility, Hanford Nuclear reservation, wA, USA. James is mildly radioactive, to moving to live on the outskirts of the Hanford Nuclear Acord archive Reservation, the most contaminated nuclear site in the United States, where Plutonium was fi rst isolated, was part of a 20-year-long living performance which attempted to create sculpture and events that probed the history of nuclear engineering and the environmental implications of long-term storage of nuclear waste. His major ambition while there was to build a “nuclear Stonehenge” on a heavily contaminated area of land in the site, incorporating twelve uranium breeder-blanket assemblies. THE MAKER MOMENT 112

MACHINE PROJECT VARIOUS PROJECTS 2004-ONGOING

125. Machine Project’s Los Angeles storefront, 2011 126. Fallen Fruit’s Electronic Melon Drum Circle workshop at LACMA, 2010

Machine Project is located in a storefront in the Echo Park neighborhood of Los Angeles. Begun in 2004 by artist Mark Allen, Machine is a “not-for-profit arts organization and com- munity event space dedicated to making specialized knowledge and technology accessible to artists and the general public.” On any given day at Machine, one might take a workshop on “Basic Electronics for Artists,” “Intro to MIG Welding,” or “Programming the iPhone.” Acting as a platform for artists to present a huge number of live events, performances, instal- lations, poetry readings, and other more uncategorizable events, Machine has developed a reputation for integrating unlikely subjects in a single evening: “Entomology Meets Etymology,” for example, or “Lay Science Puppet Performances.”

Machine describes its terrain as encompassing “art, technology, natural history, science, music, literature, and food,” as well as scores of other keywords that are listed on their website. Machine’s style of presenting promotes intellectual whimsy and hands-on engagement that makes rarefied knowledge acces- sible. The storefront location is a strategic vehicle for these transactions; it is intentionally in a high traffic (not hard to find) area, and the shop’s front window invites curiosity and entry. Outside of the storefront, Machine operates as a loose confederacy of artists producing shows at locations ranging from the Santa Monica beach to the Los Angeles County Museum of Art and the Hammer Museum. 113 machine project

127. Crochet workshop aboard Josh Beckman’s Sea Nymph. 129. Alex Braidwood’s listening experiment, “Noisolation Headphones” Photo: Marianne Williams, 2010 at Machine Project, 2011

128. Fungifest field trip, organized by David Fenster. 130. Nate Page’s couchbleachers made from thrifted couches for Machine Photo: David Fenster, 2010 Project’s exhibition at Spaces, Cleveland, OH, 2011 Skype interview Mark Allen Founder of Machine Project, Los Angeles Sunday, February 20, 2011

ANDREA GROVER: Thanks for putting aside some time for me. Well, we have essentially 170 pages right now, and it’s looking like a compendium of examples of artist works from the last fi ve years that touch upon art, science, and tech- nology. But then there are also chapters that contextualize the work within a set of methods. And we have this crazy chronology that telescopes back to 25,000 BC and includes everything from when the fi rst Kinko’s opened to the launch of Kickstarter.

MARK ALLEN: I just learned that the rotation of the earth is slowing down.

AG: Yeah, I heard that too, and there was some specifi c reason for it, right? Something we did?

MA: No, it’s been slowing down since the beginning. That’s what happens: planets start slowing down after a while. Like three and a half billion years ago, the day/night cycle was only twenty hours long. So the days are actually getting longer.

AG: So we’ve added four hours? Days are getting longer? Goddammit!

MA: And eventually one side of the Earth will be night and one side will be day.

AG: Are you all getting this, everyone? OK, thank you for that. So, I have a set of fi ve questions. We’re trying to fi gure out what are the contributing factors to this moment in art, science, and technology work.

MA: OK.

AG: What was your impetus for starting Machine?

MA: I was particularly interested in making a center where different kinds of cultural discourses could intersect with each other. So, rather than segment- ing it into a space for “contemporary art,” “poetry,” or “science,” I was thinking about how the social [whole] could facilitate a transdisciplinary discourse around different communities of interest.

AG: So Machine “makes specialized knowledge and technology accessible to artists and the general public.” I think there is something very specifi c about the way that Machine does that—in a both playful and whimsical way, but also by presenting large volumes of material.

MA: Yeah, of course. I think that part of our methodology involves fi guring out how to make information—which might be esoteric, dense, or intimidating —accessible without diluting the content. And so a lot of our methods include different kinds of social mechanisms: making things friendly, making things funny, making things social.

AG: Can you maybe give us some examples of emblematic Machine events that did that? Or continue to do that?

MA: Rather than one event, it’s more about how they relate to each other in a . For example, in one week we have a poetry reading, and the next week we have a fry-b-que, and the week after that we have a lecture on the sex life of sea slugs. It’s kind of like taking things that are more pop culture and things that are more academic, and presenting them with the same attitude. This creates a certain kind of editorial position on how culture is consumed. And then we’re not afraid to use hooks or gimmicks—like we just did a car theft class for kids and parents together, which is a basic introduction to electricity and mechanisms, but it uses this very kind of over-the-top structure to do it.

AG: And kind of illegal.

MA: Well, it’s not illegal to break into your own car.

AG: But “car theft” is the title, right?

MA: Well, yes, that’s the title.

[laughter]

AG: OK. So something like the sex life of sea slugs—who would present that?

MA: That was by Patrick Krug. He’s an academic who studies sea slugs and their sex lives. A lot of this is just meeting people who are good public speakers, and who are comfortable talking in a less academic environment. Of course, we had Peter’s talk with a performance by Fol Chen, whose band had written a song about the sex life of sea slugs.

AG: At this kind of talk, what is the audience composition?

MA: It’s really hard to say. Half of our audience is people who come because it’s Machine, and the other half comes specifi cally out of community interest. You get some marine biologists, and then you get some people who are just curi- ous about interesting things in the world. I think there’s been a shift in how people consume information – [now it’s] as entertainment. Like while they’re supposed to be working: twenty years ago when you’re killing time at work, you might be calling people on the phone or playing golf in your offi ce; now you just look at random things on Wikipedia. So people now consume esoteric infor- mation as entertainment, and Machine is kind of the physical manifestation of this. I think of it as a blog made physical in a certain way.

AG: It seems that over the years there have been more people taking ownership of the space. I originally thought of you as the , but now I see more art- ists initiating all manner of projects at Machine, as if they know that it’s fertile ground for these kinds of experimental approaches.

MA: Yeah, I started it as a venue, and then started inviting people to do projects, and it progressed into a collective activity. And then once we started doing things off-site—whether at the beach, a forest, or a museum—we began moving through spaces more as a collective entity than as a venue. AG: I was just looking at your site, and the most recent activity happening at Machine was “Lay Science Puppetry” performances?

MA: Uh huh. That’s a puppet show by Eric Lindley and Katie Shook, that’s an experiment in how visual perception works. We’re also doing something at the Berkeley Art Museum, which is called the “Confusatron.” It’s a workshop that [pulls together] four things we’ve presented before at Machine for four different kinds of audiences. For example, Tranimal (which is a style of drag makeup), plant cloning, kimchi making, and amplifying watermelons with con- tact microphones. It’s sort of like a Machine buffet.

AG: A machine buffet.

MA: So you might get your drag makeup done, and then make some kimchi; or you might learn how to do a plant cloning, and then make an amplifi ed watermelon; or you might do all four throughout the course of the night. So some of it is just wanting to present workshops that we think are interesting, but also to engineer a kind of collision of audiences.

AG: The amplifi ed watermelon was originally used for a drum circle? Is that right?

MA: Yeah. We did that at LACMA for a project with Fallen Fruit. The idea is that each person learns how to make a contact microphone, and then you put the contact microphones onto the watermelons to turn them into percussion instruments, to facilitate a drum circle.

AG: So, the fi rst part of the evening, you’re actually making the device?

MA: Yeah.

AG: OK, so you arrive, and there’s a bunch of wired watermelons.

MA: No, you would wire your watermelon.

AG: [Laughs] Right. So one of the things we’ve been trying to address is this impulse to popularize science and engineering through very hand-on and heuristic learning projects, like the recent Enormous Microscopic Evening you produced with CRITTER Salon at Hammer. What would you say are the con- tributing factors to this impulse to make things, to be very hands-on in terms of disseminating information? Instead of having a PowerPoint presentation, you make your own amplifi ed watermelon.

MA: I think there’s a variety of things. In general, my philosophical position is that cultural producers are symptoms rather than driving forces of what’s happening. I would say what you’re witnessing is recreational use of rhizomatic information networks (basically like people looking at shit on Wikipedia). And then there’s a shift toward participatory culture, also driven by networks. And then these [online] tendencies manifest in the real world. I know that for me, as someone who spends a lot of time on the computer, I’m also profoundly interested in the bandwidth of what happens in real life. You realize that the highest bit stream of data [comes from] standing in front of somebody? You get body language, you get gesture, you get smells, you get pheromones, you get all of that. To try to summarize: a rise in participatory culture, an interest in how network culture has articulated the specifi city of non-network cultural experiences, and the use of information as recreational entertainment. One other thing I think is important: there’s very little in our daily lives which is not constructed via a huge system. Whether it’s where our food comes from, or how this paper plate I’m eating a bagel off of is manufactured, or soap or whatever. I’ve always thought our interest in technology is giving people a moral, conscious agency in relation to the constructed environment. That means how to make soap is just as important and mysterious as how to program a computer. So we’ve always tried to embrace technology in a very wide sense, meaning “that which constructs the world around us.” I was very happy last year when we had a day where we had a Paleolithic series about technologies a caveman would need to know.

AG: [Laughs] This fi ts well within our timeline.

MA: We had a day where we were in the basement and we had 10 people making stone knives using obsidian and rocks, and then upstairs in the gallery there was an iPhone programming class. And in the apartment we were doing poetry readings for people. I like that kind of simultaneity.

AG: And the events were on multiple levels—almost archeological.

MA: Yeah, exactly.

AG: Or geological. Well, this is fantastic. I think this is confi rmation of things we’ve been writing about. Thank you very much, Mark, for bending to our strange timeline. THE MAKER MOMENT 118

Tashom Thwaites THE TOASTER PROJECT 2010

131. 132. 131, 132. Images from Thomas Thwaites, The Toaster Project, 2009.

The Toaster Project is an ambitious experiment in domestic and small technological developments that occurred along the reverse-engineering by the British designer Thomas Thwaites. way make it entirely reasonable.”1 Baffled by the fact that he could buy a toaster for a mere £3.99 at the supermarket chain Argos, Thwaites undertook 1. http://www.thomasthwaites.com/thomas/toaster/page2.htm an unusual experiment—to try and build a toaster from scratch. This, as it turned out, involved processes most people would never dream of attempting, like smelting iron ore, dug from an abandoned mine, in a household microwave.

A humorous reflection on issues of sustainability, industri- alization, mass consumption, child labor, and DIY culture, Thwaites’s finished product reflected the true cost of the modern global manufacturing complex behind an ostensibly cheap appliance: his toaster cost £1,187.54 and took him nine months to make.

Was this a ridiculous undertaking? Thwaites explains, “It depends on the scale at which you look. Looking close up, a desire (for toast) and the fulfilment of that desire is totally reasonable. Perhaps the majority of human activity can be reduced to a desire to make life more comfortable for ourselves and has thus far led to being able to buy a toaster for £3.99... but looking at toasters in relation to global industry, at a moment in time when the effects of our industry are no lon- ger trivial... they seem unreasonable. I think our position is ambiguous—the scale of industry involved in making a toaster is ridiculous, but at the same time the chain of discoveries 119 thomas thwaites

133.

134. 133, 134. Images from Thomas Thwaites, The Toaster Project, 2009 THE MAKER MOMENT 120

135. Thomas Thwaites, The Toaster Project, 2009 121 thomas thwaites THE MAKER MOMENT 122 The Maker’s Bill of Rights

Meaningful and specific parts lists shall be included.

Cases shall be easy to open.

Batteries shall be replaceable.

Special tools are allowed only for darn good reasons.

Profiting by selling expensive special tools is wrong, and not making special tools available is even worse.

Torx is OK; tamperproof is rarely OK.

Components, not entire subassemblies, shall be replaceable.

Consumables, like fuses and filters, shall be easy to access.

Circuit boards shall be commented.

Power from USB is good; power from proprietary power adapters is bad.

Standard connectors shall have pinouts defined.

If it snaps shut, it shall snap open.

Screws better than glues.

Docs and drivers shall have permalinks and shall reside for all perpetuity at archive.org

Ease of repair shall be a design ideal, not an afterthought.

Metric or standard, not both.

Shematics shall be included.

Drafted by Mister Jalopy, with assistance from Phillip Torrone and Simon Hill, from makezine.com 123 JONAH BRUCKER-COHEN AND KATHERINE MORIWAKI

Jo nAH Brucker-Cohen and Katherine Moriwaki SCRAPYARD CHALLENGE WORKSHOP 2010

136. “Printer Drum Machine” from Scrapyard Challenge Workshop, OBORO, 137. A Scrapyard Challenge Workshop at Parsons School of Design, 2010 Montreal, Quebec, Canada, September 8, 2006

Katherine Moriwaki is an assistant professor of media design in the School of Art, Media, and Technology at Parsons/The New School for Design in . Jonah Brucker-Cohen is a researcher, artist, and writer with a Ph.D. in networking and telecommunications research from Trinity College Dublin. Together they run Scrapyard Challenge Workshops, intensive workshops in which participants transform discarded junk— maligned electronics, computer equipment past the point of its planned obsolescence, and so on—into innovative electronic projects. In short, hardware hacking. To date, these workshops have been held thirty-seven times in fourteen countries across five continents.

With themes ranging from the “MIDI Scrapyard Challenge” to the “DIY Wearable Challenge” (in the latter participants were defied to make wearable tech projects out of used clothing), Moriwaki and Brucker-Cohen’s Scrapyard Challenge Workshops provide people with all levels of experience the opportunity to participate in interactive design. Scrapyard is about technology made accessible. As Moriwaki and Brucker-Cohen write, “The use of cast-off and cheap materi- als demystifies the idealized ‘clean’ aesthetic associated with technology...the explicit reference to the DIY and Hacker communities, as well as pop-cultural phenomenon, couch design practice in familiar layman terms.”1

1. Jonah Brucker-Cohen and Katherine Moriwaki, “MIDI Scrapyard Challenge Workshops,” presented at NIME 2007 (June 6-10, 2007). THE MAKER MOMENT 124

138. “Tapedeck Mixer” from Hybrid World Scrapyard Challenge, IMAL, Brussels, Belgium, 2008

139. A Scrapyard Challenge at the STUDIO for Creative Inquiry, Carnegie 140. “Casemod Guitar” from Scrapyard Challenge Workshop, Fundacion Mellon University, November 2009 Telefonica, Lima, Peru 11/5-9/07 125 Jonah Brucker-Cohen As an artist, how do you see your role in a technological or scientific setting?

Since my work crosses the boundaries between art / design / and technology, there is definitely some crossover with scientific technological advancements. The Scrapyard Challenge workshops that I co-developed with Katherine Moriwaki, integrate hardware hacking and invention within a limited time frame to enable the creation of new interactive interfaces out of recycled materials and junk. This form of creation and invention involves rapid proto- typing and experimentation which falls in line with methods carried out in the scientific community. Although our work might not discover new technologies, it reinforces the fact that through reusing existing technologies, there is a chance for a reimagining of interfaces and objects into newer, more complex forms than what was intended for their original use. THE MAKER MOMENT 126

Jon Cohrs URBAN PROSPECTING 2009

141. Technology behind Urban Prospector, Jon Cohrs, 2009

Inspired by a massive underground oil spill in Greenpoint1, New York, that leaked seventeen million to thirty million gallons of oil and petroleum into the soil from crude oil processing facilities over a period of several decades, Jon Cohrs created a device, the Urban Prospector, that enables city dwellers to prospect for oil under the pavement and parks of their environment.

The Urban Prospector is a metal detector outfitted with a combustible gas sensor. The device can be built for under $100 following a set of instructions available online and using pieces anyone can buy secondhand or on eBay. By scanning the surface of one’s neighborhood with this device, a prospec- tor might spot pockets of oil, particularly in the vicinity of oil spills, abandoned gas stations, or industrial sites. Whole communities can use the tool to identify contaminated spots in their neighborhoods and map out areas of toxicity in a tangible grassroots way.

The Urban Prospector is DIY, satirical, and political. The project has been presented to the public as an opportunity to earn some cash on the black market. The Urban Prospector website declares: “Much like Gold, the value of Black Gold, or oil, has grown rapidly for the last 50 years. In many urban areas, industry has left behind resources that are written off as toxic spills. One can strike it rich simply by prospecting these industrial areas.”2

1. For information on the Greenpoint oil spill, see http://en.wikipedia.org/ wiki/Greenpoint_oil_spill 2. http://urbanprospecting.net/ 127 JON COHRs

142. Urban Prospecting in Greenpoint, Brooklyn. Photo: Gaby Steiner, 2009 THE MAKER MOMENT 128

F ree Art and Technology (F.A.T.), OpenFrameworks, the Graffiti Research Lab, and The Ebeling Group THE EYEWRITER 2010

143. TEMPT1 tag, designed by the artist using his EyeWriter 144. TEMPT1’s EyeWriter tag projected live onto a building

In 2003, Los Angeles-based graffiti writer, publisher, and activist Tony Quan, aka TEMPT1, was diagnosed with late-stage Lou Gehrig’s disease, or Amyotrophic Lateral Sclerosis (AML), which has left him almost completely physically paralyzed except for his eyes.

In response, members of Free Art & Technology (F.A.T.), OpenFrameworks, the Graffiti Research Lab, and The Ebeling Group worked together with TEMPT1 to develop an open source, low-cost eye-tracking device and software to allow the art- ist, as well as other ALS patients, to draw on a computer screen using only their eyes. Projecting the resulting images live onto the sides of buildings has enabled the paralyzed street artist back onto the street to engage in the larger dialogue of art, graffiti, and urbanism on a heretofore-unprecedented scale.

The long-term goal of the EyeWriter is to link together an inter- national network of developers, hackers, and artists suffering from AML-induced paralysis to implement local materials and open source software in creating this device. In the open source spirit of the project, the team has published a tutorial on the website Instructables.com, enabling almost anyone with the time and materials to construct their own EyeWriter—the result is a proliferation of EyeWriter varieties by makers all over the world.

After seven years of immobility, TEMPT1 now uploads the graffiti designs he makes with this technology directly from his EyeWriter to a Flickr account online. 129 F.A.T., OPENFRaMEWORKS, THE GRAFFITI RESEARCH LAB AND THE EBELING GROUP

145. The EyeWriter, 2010

146. TEMPT1’s EyeWriter tag projected live in an urban environment. More images available at http://eyewriter.org/ 130

147. General dynamics 2063 Ad Time Capsule 131 THE OVERVIEW EFFECT aspirational, utopian, extrapolative, , systems, visionary

When William Gibson used the term cyberspace in his 1984 novel Neuromancer to describe a “consensual hallucination experienced daily by billions of legitimate operators,”1 the World Wide Web—and the complex web of relationships we experience within it—was not yet a fact of life. The word cyberspace, however, was immediately adopted to describe something that has developed over the years into an experi- ence very close to what Gibson essentially described. This is the visionary approach: to make art that plays a role in disseminating and popularizing nascent and speculative con- cepts, anticipating cultural, social, and technological change. 148. Neuromancer, by William Gibson. William Gibson foresaw both observed that science-fiction writers the existence of cyberspace and its use as a tool to ecstatically tran- and readers didn’t put a man on the Moon all by themselves, scend the practical limits of reality but they created a climate in which the goal of putting a man on the Moon became acceptable. Like science fiction, the work in this chapter is speculative and aspirational, and it views the current context as only a piece of a larger narrative, one 1. William Gibson, Neuromancer (New York: Ace Books, 1985). that either reaches far into the future or operates within a philosophical framework of its own invention. One goal of this visionary approach is to create a climate in which the ambi- tions of the work can become accepted; the work is a living, breathing entity that informs the very world it critiques, inventing new myths, words, and realities just as we catch up to its old ones. 132

This methodology has many points in common with design and architecture, by virtue of the fact that artists tend to translate philosophical and visionary ideas into livable envi- ronments and practical experiments. Historically, this visionary strand of art has been realized to great effect by hybrid architectural and environmental design practices like Superstudio, Archigram, and Ant Farm, which used a combination of hypothetical and practical projects to advance perception and set a precedent for a new understanding of the future. It also has roots in the “Design Science” ideas of R. Buckminster Fuller and the cosmogony of French Jesuit priest, geologist, and philosopher Pierre Teilhard de Chardin, who understood the “Noosphere” (the sphere of human thought) as moving toward an apogee of integration he called the “Omega Point.” Teilhard de Chardin saw the goal of history as reaching an apex of consciousness, one that

149. Pierre Teilhard de Chardin, trained as both a priest and would culminate in the physical manifestation a scientist, believed in the physicality of thought. He wrote, “Our duty, as men and women, is to proceed as if limits to our of thought. One could compare this aspiration ability did not exist. We are collaborators in creation.” more generally to the goals of artistic practice and specifically to this “visionary” methodology. Lowry Burgess, an artist who has applied a version

2. Lowry Burgess, quoted in Living of this “visionary” methodology throughout his career, writes in Space: Cultural and Social Dynamics, Opportunities, and of a “metasphere” of “humanly created meaning... policies, Challenges in Permanent Space Habitats, edited by Sherry Bell and Langdon Morris (Aerospace technologies, and that surrounds the entire Earth and Technology Working Group 2 Books, 2009). reaches into outer space,” forcefully reshaping life on Earth. This is a divergent take on Teilhard de Chardin—one that the priest may never have thought of since he lived in a time that predated the emergence of the computer and global communications systems. 133

These are all essentially utopian ideas and move- ments—practices concerned with the creation of better or more sustainable environments for humankind—but “visionary” work needn’t be entirely optimistic. Science fiction, for example, has a tendency toward dystopia, as it makes for a better story. Regardless, the shared objective lies in the radical discontinuity of a work from our present condition: a break or schism, a step backwards or away, a buffer of time or distance that affords us a fresh perspective on our reality, which—“forest for the trees”—we are not normally able to perceive. Important to the functioning of such a discontinuity is an element of familiarity: we see facets of ourselves pro- jected forward or elsewhere, and it strikes us more powerfully than a pure would. Indeed, many cite this extrapolated, de-familiarized quality as a key conceptual difference between the broad categories of “science fiction” and “fantasy.” As the literary critic Robert Scholes wrote, “To live well in the present, to live decently and humanely, we must see into the future.”3 Of course, he could just as easily have writ- ten that “we must see into the past,” as a study of history provides us with similar perspective—what is important is the disconnect, which can trigger an evolutionary change in thought. Take, for example, the “Overview Effect,”4 that feel- ing of euphoria and profound connectedness experienced by astronauts looking back at the Earth from space. Although 3. Robert Scholes, Structural Fabulation: An Essay on the Fiction we all, technically, live in outer space, it takes this significant of the Future (Notre Dame, Ind.: University of Notre Dame Press, 1975). shift in point of view to realize the profundity of that truth. 4. The “Overview Effect” is a phrase coined by writer Frank White, The philosophical and social implications in this instance and explored in his 1987 book “The Overview Effect: Space Exploration are well documented—many argue that the first photograph and Human Evolution.” of the Earth from space, “Earthrise,” single-handedly triggered the environmentalist movements of the 1960s and 1970s. While to view from a distant vantage point the entire planet is perhaps the ultimate experience of radical discontinuity, TH E OvervIEW EFFECT 134

visionary artists can provide us with significant Earthbound fragments of this effect. Other commonalities among the diverse practices detailed in this section are both their speculative nature and their propensity to deal in “big picture” ideas and holistic systems rather than isolated notions or events. Just as the science fiction writer envisions an entire world, the artist who enlists the use of this methodology models, visualizes, and explores a large slice of reality, if not the human condition itself. 135

150. “Earthrise,” snapped during the 1968 Apollo 8 Mission by astronaut William Anders, is often cited as one of the most influential photographs ever taken TH E OvervIEW EFFECT 136

T OMÁS SARACENO SUNNY DAY, AIR-PORT-CITY 2006

151. 32SW/Stay Green/Flying Garden/Air-Port-City, 2007/2009, Tomás 152. Sunny Day, Airport City, 2006, Tomás Saraceno. Courtesy the artist Saraceno. Courtesy the artist, Andersen’s Contemporary, Tanya Bonakdar Gallery, and pinksummer contemporary art

The Argentinian artist Tomás Saraceno’s 2006 Air-Port-City About the piece, Saraceno has said, “My idea for an Air-Port-City is a design for a mile-long geodesic “balloon city” that could is to create platforms or habitable cells made up of cities navigate in international airspace and so provide an environment that float in the air. These change form and join together like for people to live outside of national boundaries. Visualized clouds. This freedom of movement is borrowed from the orderly with kinetic sculptures and inflatable spheres, the work proposes structure of airports, and it allows for the creation of the hospitable, solar-powered environments that float above the first “international city.... Air-Port-City is like a flying airport; ground. In his practice, Saraceno borrows from scientific you will be able to legally travel across the world.... This struc- precedent and contemporary technological innovation to form ture seeks to challenge today’s political, social, cultural, ideas about new, sustainable communities and novel models and military restrictions in an attempt to reestablish new for human connection. Aware of (and referencing) ecological concepts of synergy.” considerations, as well as the interdependence of natural or biological systems, Air-Port-City is a self-contained system that exists within the natural world without necessarily interacting with it directly.

Saraceno’s work has a utopian, collectivist quality that seems to stem from a lineage of aspirational building that includes the built and unbuilt structures of Archigram, Superstudio, Yona Friedman, Buckminster Fuller, or the collective known as Ant Farm. In a sense, Air-Port-City is a floating —an untethered piece of fantastical arcology. And yet, by virtue of the fact that it would float without restriction above the surface of the Earth, it challenges boundaries, nationhood, zoning, and all the structures of physical place that constrain the land- bound. It doesn’t flaunt the rules, but rather exists outside of them in its own aspirational world; it exists in an alternate reality. In a radical disconnect, it provides its residents a view of the Earth from above the clouds—a mini overview effect. 137 TOMÁS SARACENO

153. Observatory/Air-Port-City, 2008, Tomás Saraceno. Courtesy the artist and Tanya Bonakdar Gallery Jeff Lieberman As an artist, how do you see your role in a technological or scientifi c setting?

I see myself equally as an artist working in a scientifi c environment, and a scientist working in an artistic environment, having worked in both ‘fi elds’ relatively equally. Just as used pigments as his technology [and his knowledge of science to develop better pigments], I might use metal, hardware, and code — but only as tools in the service of expression of some form. I am not interested in technology on its own; I fell into that for several years; but technology has an inertia and momentum of its own, and is not often in the service of us as humans — it seems to separate us as often as bringing us together. I am only interested in the use of technologies to help us see our con- nectedness to the and to each other. I believe technology can be used to induce a sense of awe and wonder, an openness to new experience, in situations where people may be otherwise shut off. But it’s most important what we do with that openness once it is triggered. If anything, I see my role as trying to help induce in people a sense of mystery in the universe around us, a mystery that pulls us toward each other, ultimately. As Neil Armstrong said, “Mystery creates wonder and wonder is the basis of man’s desire to understand.” 139 TOMÁS SARACENO

T OMÁS SARACENO 32SW STAY GREEN/FLYING GARDEN/AIR-PORT-CITY 2009

154. Tomás Saraceno, 32SW Stay Green/Flying Garden/Air-Port-City, 2009

Solar panels placed throughout Tomás Saraceno’s 2009 Walker Arts Center exhibition, “Lighter than Air,” provided electricity to run an elaborate, self-sustainable greenhouse equipped with an irrigation system to water a cluster of inflatable spheres and green, living grass. This model for a “flying garden” dovetails with Saraceno’s designs for an Air-Port-City; theoretically, the denizens of a floating balloon city could glean sustenance from this garden in the sky, alleviating the need to ever descend “back to Earth,” both physically and metaphysically.

Practical designs like this are an important part of Saraceno’s practice. Despite the idealistic tone of his work, Saraceno is serious about science. In researching for his spider web pieces, he worked with arachnologists, engineers, and astrophysicists to determine the tensile strength of webs; he has conducted research with NASA at the High-Altitude Platform, which uses aircraft as floating laboratories—our own proto-balloon city. TH E OvervIEW EFFECT 140

D UNNE & RABY DESIGNS FOR AN OVERPOPULATED PLANET 2009

155. 156. 155, 156. Dunne & Raby, Designs for an Overpopulated Planet: Foragers, 2009. Images courtesy Dunne & Raby. Photo: Jason Evans

Dunne & Raby form a London-based design studio that uses entirely unrealistic. By placing a fictional group of DIY synthetic design as a medium for the catalysis of discussions about the biologists and foragers at the center of the larger matrix of food implications—cultural, ethical, and social—of emergent tech- scarcity, Dunne & Raby approach the massive problem of over- nologies and scientific praxis. InDesigns for an Overpopulated population from an unexpectedly speculative perspective—an Planet: Foragers, they approach the idea of future food scarcity extreme bottom-up approach. We can understand the “foragers” from a speculative biological perspective; instead of proposing in this work as future versions of ourselves, people who have practical solutions (as traditional designers might), Dunne & taken into their own hands responsibility for addressing the Raby propose a radical modification of the human organism. difficult situation that we, in our wastefulness, have bequeathed According to them, the project asks the question, “What if we them. In displaying the radical methods by which we could theo- could extract nutritional value from non-human foods using retically extract nutrition from an urban environment, Dunne a combination of synthetic biology and new digestive devices & Raby are designing solutions to consequences that have not inspired by digestive systems of other mammals, birds, fish, yet occurred. and insects?” Dunne & Raby understand that our present use of natural re- This is a speculative work, which includes ideas ranging from sources is unsustainable, and this piece is as much a cautionary digestive clothing to designs for an augmented digestive appa- tale (essentially a dystopia: who wants to eat trees?) as it is a ratus that allows humans to consume tree branches, algae, conjectural solution. Dunne & Raby refer to this kind of practice or now inedible plants. Immediate practical application is not as “Design Fiction.” the goal. Rather, the project consists of models that can prompt reflection about the relationship between humans and their environment, both in the present and in the future.

It’s also a narrative—a kind of science fiction told through design rather than language. Designs for an Overpopulated Planet: Foragers extrapolates an existing subset of society (food tinkerers, dumpster divers, and urban foragers) into a hypo- thetical future role that is not, in light of the rapid changes in biotechnology and the general direction of global development, 141 DUNNE & RABY

157. Dunne & Raby, Designs for an Overpopulated Planet: Foragers, 2009. Images courtesy Dunne & Raby. Photo: Jason Evans TH E OvervIEW EFFECT 142

October 18, 2010

Dear Mr. Kalil,

I cannot tell you how overjoyed I am that our Nation’s leaders have finally opened an intrigued eye to the blossoming Maker movement. Your speech fol- lowing the Maker Faire in New York was encouraging, exciting, and promising. It put a well deserved spotlight on the achievements of garage tinkerers and hackers around the country (and let’s be honest, the world). That our leaders are paying attention to these atypical, underground activities and interested in turning them into mainstream, common American values is incredibly motivat- ing to me as a maker.

There is, however, one facet of this movement that was overlooked in your speech, and as far as I can tell, is unfortunately overlooked everywhere STEM is championed. It is an undeniable aspect of humanity as valuable to Captain Picard as it was to . It has been a driving force, technologically and economically, in the multi-billion dollar video game industry (and thus, the personal computer and home entertainment industries). It is introduced to Americans before Kindergarten, but somewhere along the path to high school, it is hopelessly abandoned as impractical and unproductive. But, it is also how we stop fragmenting ourselves into STEMs; it is how we come together to pick up STEAM for the renaissance (and yes, the ice cream was its idea).

Of course I am talking about art.

While art is a broad word that is dangerously all-encompasing (there is indeed an art to routing a circuit board, and a quite different art to designing a state machine), the art I am talking about here is fine art—that which Wikipedia defines as “developed primarily for aesthetics and/or concept rather than practical application.” Fine art is no longer just painting on a canvas, drawing musical notes on a stave, or spinning clay into a pot. Fine art, in addition to everything it used to be, is electrical, dynamic, and algorithmic now, and to borrow from Oscar Wilde, as “quite useless” as it ever was. Take as an example, Syyn Labs’ recent contribution to GLOW.

I wasn’t at the Maker Faire in New York, but I have been to two in San Mateo, and many of the projects I saw there not practically useful, but were quite inspiring. Many of the useful projects I did see had one thing in common with the beloved MakerBots and DIYDrones: They were based on an Arduino, the open-source microcontroller and programming environment designed by artists for everyone.

Yes, the Arduino does fall under the blanket category of Technology, but it would be naive to think that its developers were trained only as technologists and engineers. Their training in art, sociology, and community is doubtlessly and inextricably linked to the platform’s success across its diverse applications. Their desire to create something useful for artists is what drove them to sim- plify the user interface and lower the barrier to entry.

As I mentioned above, art also has a crucial role in the video game industry. Visual arts in video games are the reason why many of my friends own HDTVs. They are also the reason that companies like nVidia and ATi have had a thriving market in which to sell graphics cards and innovate parallel processing. By and large, people want the latest GeForce and Radeon cards for artistic reasons: they want their games to look good. It wasn’t until very recently that using these massively parallel architectures for anything else was even reasonable. I could go on about other examples of infl uences of fi ne arts on technology, like “Daisy” and the Altair 8800, but your time is valuable, and so is mine, so I’ll cut to the point. This letter is to ask you to take a step back, have a look at the immense discrepancy between grant opportunities from the NSF and those from the NEA, and think about what we can do to pick up STEAM: Science, Technology, Engineering, Art and Math. Educating and encouraging our children to embrace artistic expression is just as important as teaching them calculus and the periodic table. Let’s encourage our engineers to design new Most Useless Machines. Let’s inspire our mathematicians to devise new mind- boggling N-dimensional animations. Let’s teach our artists to write pro- grams and draw schematics so that they might create an electronic Mona Lisa. And let’s show our children how fun and intertwined all of these fi elds are,so that they may form communities that fl ourish as they grow older and spread the joy to their children, and so on.

The train is headed in the right direction, we just need to invite everyone aboard.

Sincerely, Kevin Nelson Computer Engineer, Electronic Musician, Crasher

This open letter was written by Kevin Nelson in response to Thomas Kalil’s (Deputy Director for Policy for the White House Offi ce of Science and Technology) introductory remarks at the National Science Foundation sponsored conference, “Innovation, Education and Makers” and the promotion of STEM (Science, Technology, Engineering, and Mathematics Education Coalition). TH E OvervIEW EFFECT 144

SASCHA POHFLEPP FOREVER FUTURE 2010

158. Sascha Pohflepp, Forever Future, “Walker’s map for reaching escape velocity,” 2010

Sascha Pohflepp’s Forever Future is a video and installation Forever Future encapsulates a holistic network of intercon- work positing a fictional character named Robert Walker who nected imaginary futures, which can coexist by virtue of their suffers from nostalgia for “phantom futures,” or those events very lack of existence. Pohflepp’s character, Robert Walker, predicted to happen within his lifetime that never actually is so disillusioned by the unavoidable truth that the future is materialized. Walker monitors the technological predictions perpetually becoming the present that he actually feels nostal- made for each year, archiving those that don’t come true and gia for events that never occurred; his space probe, or ship, transferring them to 35mm slides. Every year, he makes a is like a paleo-futuristic scrapbook, where the fictional and real pilgrimage from his home to a storage unit in Los Angeles, commingle in the mind of its archivist. where he deposits the materials into an object that vaguely resembles a space probe. Installed permanently in the storage Pohflepp writes, “We do not know what happens when tech- unit and funded for perpetuity, this archive of unfulfilled nological dreams don’t come true, both on a cultural and on an dreams and predictions is designed to fly through time rather individual basis. The assumption is that ideas, once they have than space—at least until it is “recovered” by a future generation. been part of the public imagination, do not go away. They might go to another place we do not have an expression for, a cultural This work lays bare the social aspirations of technology: the limbo from where they might be materialized at another point desire to transcend the limitations of space, time, and materials. in time. This place might be shared with ideas from science The present is complex and often frustrating, but the future fiction, a pool of possible futures that engineers and entrepre- is wide open—the site of dreams. Science and technology neurs are tapping into. There might, however, be futures that promise us space colonies, floating homes, increased leisure, for various reasons may never materialize, which appear to and efficiency; we work toward a “better future” because be speeding away and thus stay at a certain distance from us.” we commonly understand it as an escape from the harshness of present-day reality. Pohflepp cites Jack Parsons, the rocket Although Pohflepp never uses the phrase, the ship in Forever scientist and occultist, as an avatar of these ideas. Parsons Future is a time capsule. The practical considerations of a real sought both physical transcendence through his work with time capsule aren’t necessary to this work, since Forever rockets at the Jet Propulsion Laboratory in Pasadena and spiri- Future occurs within a narrative framework, as opposed to tual transcendence through esoteric rituals, “sex magick,” and being an action taken by Pohflepp himself. This adds a layer of a largely self-directed cosmology. obfuscation to the work that makes it a kind of fiction, a whim- sical approach to archivism. After all, the relationship Walker 145 SASCHA POHFLEPP

159. Sascha Pohflepp, Forever Future, 2010

has to the future mirrors the relationship that later discoverers of his work will necessarily have with the past. In other words, the “phantom futures” of Walker’s archive, when viewed later, will have become phantom pasts.

The ship in Pohflepp’s work is refrigerated, not unlike the time capsules built in the 1960s by Ant Farm, the radical architecture collective. Their capsules—sealed refrigerators or automobiles caulked in tar and buried underground—archived artifacts to be released into the not-so-distant future. However, the capsule they sent to the 6th Paris Biennal contained, among other things, souvenirs of the 1969 moon landing—items that Walker would have excised from his own archive. Sascha Pohflepp As an artist, how do you see your role in a technological or scientifi c setting?

The question about one’s role is in fact keeping me busy a lot these days. Part of an attempt to answer it certainly lies in the question for why art and science have developed into such different beasts in the last couple centuries. We have certainly long passed the point where it was possible for a person to be a polymath, yet on the other hand many of the more recent developments in technology [that] promise levels of control over ‘natural’ systems have a purely knowledge-driven idea of science struggle. On a panel on ‘picturing subjectivity’, D. Graham Burnett pointed out that it is the “shared stances [of art & science] towards the world that are becoming part of how scientists and artists and engineers and designers in this more complicated space work within this idea of designed or made objects.”

I do agree that there is huge potential and indeed demand for the attempt to bridge the divide between different ways of making sense of the world. Yet, I do also believe that there are certain qualities to each art and science which are diffi cult to translate and often end up in shallowness and mas- querade with little contribution be it poetry or knowledge. It is a very diffi cult task, from the artist’s perspective, to make something which both succeeds on the more intuitive cultural layers of what we value about art and the ones that are usually associated with science. Inversely, art that tries to be scientifi c rarely makes the jump from its fascination with the technological to the sublime and thus marginalizes itself as can arguably be seen within media art.

A possible escape from this conundrum could be for the artist to zoom out and try to understand how a new technology may be situated within the larger frameworks of history, society, economy, and so on – bridging divides between an atomized multitude of understandings while reaching beyond merely providing futures for technology. Such subjective synthesizing of the bigger picture into work may help us to grasp the many agendas at work within something that is indeed as world-shaping and contradictory as science and technology as it is extending itself into the world of living matter. 147 BRUCE STERLING bcru e sterling Mirrorshades 1989

160. Cover image for Mirrorshades: The Anthology, edited by Bruce Sterling (Paladin Books, 1989)

Bruce Sterling—sometimes known as “Chairman Bruce”—is populist, ubiquitous, and personal. As Sterling wrote in the a founding member and de facto spokesperson of the cyberpunk introduction to Mirrorshades, “for the … technol- movement within the science fiction world. His contribution ogy is visceral. It is not the bottled genie of remote Big Science to the industry and craft of science fiction is significant: a mul- boffins; it is pervasive, utterly intimate. Not outside us, but next tiple winner, he is one of the founding members of to us. Under our skin; often, inside our minds.” the Turkey City Writer’s Workshop and is the author of dozens of novels and short story collections. He was the editor of Sterling’s science doesn’t belong to authorities or profess- the seminal cyberpunk anthology Mirrorshades: A Cyberpunk ionals; it’s found embedded in the minds and bodies of the Anthology, which brought together writers like William Gibson, masses. Sterling writes of “brain-computer interfaces, artificial Paul Di Filippo, Greg Bear, and Sterling himself to define the intelligence, neurochemistry—techniques radically redefining then nascent genre. the nature of humanity, the nature of the self.” This focus on implantation—technology close to the skin, cybernetics, Cyberpunk is science fiction that is keenly aware of how the hybridity—is a methodology we see again and again with artists exponential development of science and technology causes who practice at the intersections of art, science, and technology. a foreshortening of the future. While older forms of science fiction (the so-called Golden Age) are set hundreds and After the heyday of cyberpunk, the movement eventually went sometimes thousands of years forward, allowing for a buffer the way of the Walkman and fell out of fashion, its decine in of time between the present and the fictional future, cyber- direct relation to its decreased relevance to current technology. punk is science fiction of the visceral now—it speaks to However, its role as both predecessor and prophecy has not encroaching slums, the increasing integration of biology and changed. Just as “punk” itself has become a lifestyle and ideol- technology, the degradation of flesh, political corruption, the ogy that goes beyond the initiating musical movement, Sterling corporatization of the world, and social disorder provoked has today begun to apply cyberpunk to more general writing by rapid changes in technological norms. The cyberpunks, who about the state of the future, design, and environmentalism. came to prominence in the mid-1980s, believed that science and technology were no longer disciplines of the academic or industrial establishment—the so-called ivory tower—nor were they separate from the everyday existence of lay people. Rather, technology and science were only getting more TH E OvervIEW EFFECT 148

ATIR EL E VAN LIESHOUT SLAVECITY 2005-2007

Atelier van Lieshout is a Dutch multidisciplinary company to take part in the organ transplant program. Healthy, clever that operates in various fields, including (but not limited to) people will go to work in the CallCenter.”1 contemporary art, design, and architecture. Like many of the artists featured in this section, their work is speculative in SlaveCity, with its similarities to the 1973 American film nature, but unlike many of them, these speculations are not Soylent Green, in which food scarcity has led to institutional- of a brighter tomorrow. Quite the opposite. Perhaps their most ized cannibalism, is a piece of sinister speculative design fiction. ambitious project, SlaveCity, is essentially a comprehensive There is an eco-Orwellian rationalism to it; after all, SlaveCity design for dystopia. recycles everything, including human waste and corpses. While designers like Dunne & Raby produce “Design Fictions” that The plan for SlaveCity, which includes designs for almost present us with the consequences of present-day wastefulness, everything a functional city needs—from modular brothels and Atelier van Lieshout takes the opposite tack, drawing out latent sanitation facilities to a “Minimal Steel Female University”—is fascist undertones from the green movement. We cannot help exceedingly rational, efficient, and hence profitable. Atelier van but compare SlaveCity to our environment. What path, which Lieshout claims it would net a seven billion Euro profit annually. mistakes, which decisions might lead us to such a place? This comes, however, at the cost of human freedom: the Have those choices already been made? Such a dystopia is 200,000 inhabitants of SlaveCity are referred to exclusively as effective as work that is ambitious in a more “positive” as “participants,” spend their lives working fourteen-hour days direction: it shows us what our world might become in a purely at both manual and office labor, and are recycled into fuel (or, logical future. even more abhorrently, food) upon their death. 1. http://www.ateliervanlieshout.com/ Of these participants’ admission to SlaveCity, Atelier van Lieshout write: “Before entering SlaveCity and becoming an inhabitant of this city, you have to pass the Welcoming Center. In this large building, the participants are selected for their suitability to come and work in SlaveCity. Old, crippled, sick, and bad tasting people will be recycled in the biogas digester. Healthy, not so clever people will be recycled in the meat processing factory. Young and very healthy people will be able 149 ATELIER VAN LIESHOUT

161. Atelier Van Lieshout, SlaveCity – Model Sleepwork Units with Puppets, 2005, photo & copyright: Atelier Van Lieshout

162. Atelier Van Lieshout, SlaveCity - Board Room, 2007, photo & copyright: Atelier Van Lieshout TH E OvervIEW EFFECT 150

163. Atelier Van Lieshout, SlaveCity – Male Slave University, 2007, photo & copyright: Atelier Van Lieshout 151 ATELIER VAN LIESHOUT TH E OvervIEW EFFECT 152 etoy.CR O PORATION mission eternity 2007-ongoing

MISSION ETERNITY is a project currently being undertaken by international effort that is technical, legal, spiritual, and eco- the European digital art group etoy. etoy, whose primary slogan nomic. The project also calls on the public to serve as “M∞ is “leaving reality behind,” is a kind of art corporation that ANGELS” by donating portions of their digital storage capac- is traded and managed by its shareholders, who have a long ity to these “capsules,” essentially maintaining the physical history of performing complex and often litigious public perfor- presence of the dead as data on a hard drive, mobile device, or mances. etoy is famous for its “toy war” with the online toy network cloud. etoy explains that “the dead continue to exist merchant Etoys.com, sometimes called “the most expensive as biomass and traces in the global memory: in governmental performance in art history.” Etoys.com, the toy company, data bases, in family archives, in professional records, and in fearing the confusion of its customers, attempted to shut down emotional data stored as electrical impulses in the bio-memory Etoy’s website—the result was an electronic struggle and of our social network.” “tactical media event” waged by etoy and its participants against the company. etoys.com eventually dropped the legal dispute. etoy’s scope is large, and their vision, long. They have invested decades of their time into the development of MISSION Their most recent undertaking, MISSION ETERNITY, is a ETERNITY in order to construct “a bridge between life and “metaphysical adventure” exploring the relationships among beyond: a trip into the past, presence, and far future of death, identity, memory, and digital space. As much about human culture.” loss as it is about the conservation of information, MISSION ETERNITY attempts to digitally capture people in “M∞ ARCANUM CAPSULES,” which are interactive portraits— digital sarcophagi containing fragments of the life and soul of a person, stored when they are facing death. It is etoy’s pos- tulation that a person can be kept alive for eternity as “infinite data particles” that are “forever circulat[ing] the global info sphere.” Much as we now live our lives increasingly online, we can continue to live after death online.

There are many components to the project. It claims to enlist the participation of hackers, scientists, and artists in an 153 ETOY

164. etoy, MISSION ETERNITY, 2007-ongoing Design | Optimisation | Fabrication Wendy Fok As an artist, how do you see your role in a technological or scientifi c setting?

Architectural design today could possibly be described as the relational equations mediated by digital techniques assisted with production and knowledge of fabrication. Like many fi elds in the modern culture, it strives to be truly integrated where the designer can move seamlessly from con- cept to production in a single, contained process.

Reiser+Umemoto in “Atlas of Novel Tectonics” gives a pointed statement that the “Material practice is the shift from asking “what does this mean?” to “what does this do?” This crucial comment questions the genesis from interpretation and meaning to performance in architectural thought, mov- ing beyond the instrumental notion of the traditional critiques that operate within metric spaces.

Born into the day when TIME magazine issued its “Computer Generation—a New Breed of Whiz Kids” cover, and into the age and generation where digi- tal architectural design has the ability to fascinate through the abundant and superfl uous availability of insatiable tools that are readily available to anyone—by means of “anyone”, anyone is someone who has the ability to use a mouse. This poses a question on how our visions of objectivity diverge into the tendency on pushing and understanding the limits of different material properties to further the development of architectural design. As an augmented quantity of designers incorporate diversifi ed parameters into their projects, an increased number of potentials within formal cre- ation emerge; however, as an increase in the techniques of application become available, the lineage of sequential development within creation of the fi nal product ceases to be coherently maintained. Thus, the fundamentality of mapping a layered approach within design intelligence between parameters and constraints simply becomes the decision and knowledge accumulation incorporated through organizational efforts disposed by the architect.

As discussions continue to propose the diffi culty of utilizing the computer as an active part of a design process, designers begin to further the ability to negotiate between quick intuitive studies and defi nitive quantifi able decisions. These interpretive models then alter the design processes which the workfl ow of ideas can remain separate and abstract. As relationships between the parts in design coalesce, a new type of workspace is formed which deals primarily with associations of the parts and their interdepen- dent relationship with the whole.

Concurrently, projects will require exploring the rigorous design method- ologies that trace the developments of complex and dynamic forms in the context of their structural feasibility. While, the of topologies are of special interest, typological properties intrinsic within the technique of design will also be placed in consideration. Thus, in order to understand of “what does this do?”, the practice of architectural design, surrounded by investigative and re-combinative form fi nding processes and evaluation, should entail sustained lab testing of physical models within the systematic development of understanding both 2D and 3D modelling, in conjunction with computer simulation and the optimisation process.

157 Intermediary: The Scientific Evangelist Jonathan Minard Michael Pisano

A communicator who nimbly traverses domains of thinking, the Intermediary This submission was written by serves a necessary role by synthesizing, articulating, and promoting the impor- Jonathan Minard and Michael Pisano, who were observers of tance of scientific ideas. They call attention to that which is yet unknown, and the book sprint. The two noted the greater implications of future discoveries: “As the circle of light [scientific the omission of the “intermediary” knowledge] increases, the circumference of darkness also increases.” figure, and took it upon themselves to contribute this astute essay on (Albert Einstein). the subject. —Andrea Grover In a culture fraught with narrow specialization and exclusive jargon, dedicated evangelists and interlocutors are necessary to translate emerging scientific knowledge between discrete communities. These Intermediaries function as high-level interpreters, literate in cross-disciplinary domains of expression and capable of clear commu- nication of concepts and their relevance. In turn, this discourse awakens the public to the sense of wonder at the core of scientific inquiry.

Some of the most familiar examples of Intermediaries include popular scientists: and , Rachel Carson, E.O. Wilson, , and Neil deGrasse Tyson, who began their careers in research, later rising to prominence as public educators, writers, and media producers. For audi- ences, their inspirational messages have brought a new framework of meaning to Big Questions: the nature of time and space, our place in the universe, and the fate of all life on Earth. Before Sagan, Harvard 165. Carl Sagan, Cosmos: A Personal Voyage, 1989 astronomer Harlow Shapley advocated for a new “Cosmic theology” based on an earnest, modest kind of rationality: “We do not amount to much in size, or in duration either, for that matter: but we have the gift, I hope, of humility and reverence and we have an inborn impulse to learn and understand.”

Intermediaries and their platforms bring a humanistic perspective to a given subject, contextualizing a granular level of understanding within a holistic picture of social, philosophical and spiritual concerns. Motivated by awe and curiosity at the edges of the known universe, these explorers translate other- wise invisible or inaccessible phenomena for public audiences.

An Intermediary may identify as a scientist, artist, entrepreneur, writer or filmmaker. A common drive is the impulse to relate to others through sharing of ideas, serving as conduits for the flow of information. They are storytellers, translators and emissaries capable of distilling complex concepts into an 158

accessible narrative or poetic form. While they may be versed in the language of science, above all, they must be able to translate the rarefied vocabularies of narrow disciplines into general terminology.

In recent years, the infrastructure for disseminating information has become dauntingly dynamic. Media is now omnidirectional, interactive, navigated as much by its consumers as by its creators. Gone are the days in which a simple book or television program might reach a vast audience: today, the constant growth and diversification of our vast multimedia palette calls for a new hierar- chy of specialized practitioners. The volume of accessible content is equally unbounded, allowing for even well-articulated information to remain obscure without savvy handling. In suit, some Intermediaries are active in the creation and management of new platforms for dialogue, aware of shifting attention with respect to new media.

Personal Narratives The approach of the Intermediary is necessarily empathetic—they are participant observers able to reconcile divergent points of view and internalize the per- spective of others. By treating the subject at hand with a measure of warmth and humanity (pathos), they help us become comfortable with the alien and unfamiliar. ’s work with primates and larger conservation issues is a clear example of humanizing the foreign; closer to home, physician, neurologist, and writer adopts a similar approach. As a portrait-artist of neurological anomalies, he gives his readers insights into the mind’s architecture by allowing them to momentarily inhabit a strikingly divergent way of being. Combining his powers of inference from a life of clinical work with a profound degree of com- passion, Sacks gives voice to patients whose alienating disorders render them incapable of relating to others or defining their own condition–be it prosopagnosia (the inability to recognize faces), uniquely gifted savants or people with acute amnesia. Sacks remarks:

For me, an interest in science is inseparable from… storytelling. In medicine, of course, narratives are essential: the patient tells you what’s going on, and you try to match this with stories heard from other patients. I love to give personal accounts, to try and enter people’s experiences and describe them. (Interview, Universe, Claire L. Evans).

E. O. Wilson’s Naturalist (1994, Island Press) weaves scientific discovery into an engaging autobiography, providing a lyrical point of entry into a specialized field. Similarly, Journey to the Ants: A Story of Scientific Exploration (Wilson and Bert Holldober, 1994) reframes modern myrmecology (the study of ants) in accessible language and personal narrative, allowing for discipline-specific con- clusions to provide broader sociobiological implications. Facts and data from field work are co-opted as semi-formal storytelling devices, both in breaking up the novel’s structure and to add a parallel narrative (at times, bordering on extended metaphor) to the personal experience of a scientist.

In general, Wilson’s promotion (and, in some cases, coining) of neologisms such as “biophilia,” “consilience,” “scientific humanism,” and the “evolutionary epic” effectively bridges scholarly pursuits with the deep humanistic conclusions he draws from specialized research. Consilience in particular, which he defines as, “Literally a ‘jumping together’ of knowledge by the linking of facts and fact- based theory across disciplines to create a common groundwork of explanation” (p. 7, Consilience: A Unity of Knowledge). This demonstrates Wilson’s strengths as an Intermediary: personal passions for his specialization within natural science are easily matched, if not surpassed, by a commitment to foster collaboration between the sciences, humanities, and the public. 159

To the extent that each person can feel like a naturalist, the old excitement of the untrammeled world will be regained. I offer this as a formula of reenchantment to invigorate poetry and myth: mysterious and little known organisms live within walking distance of where you sit. Splendor awaits in minute proportions. (Wilson, Biophilia, 1984, p. 139).

In the genre of science writing, non-specialists perform an equally important role by exploring human interest topics beyond a single area of research. A naive outsider may take the approach of an anthropologist, entering a scientific com- munity as a participant observer. For a recent book, the popular science writer Mary Roach took a ride on NASA’s vomit to float in zero gravity and experience the nausea and ecstasy of weightlessness. Roach, who became famous for STIFF, a work on the post-mortem careers of human cadavers, follows her infectious curiosity on adventures into worlds hidden from view: most recently, sneaking through the back door of space agencies, from NASA and Japan’s JAXA, and recording the lurid details of astronauts’ life and work.

Packing for Mars; Curious Science of Life in the Void (2010) takes an uncensored approach to science journalism, addressing com- mon questions about human behavior in space which government agencies do not readily disclose. Through her exhaustive recording of facts, she paints a picture of the human space program that balances the glorified image of astronauts with the tedious reality of their jobs, detailing the strenuous psychological and physical trials they must endure. With the candor of a health-ed teacher, she explains how astronauts manage every imaginable bodily function in zero gravity: from sleep, diet, and exercise to defecation, vomit- 166. Still from Packing for Mars: Space Hygiene, ing, and sexual activity. No unpleasant descriptions or prurient cu- Mary Roach (2010) riosities are omitted. Mary Roach’s readers benefit from her stance as a sophisticated layman, an outsider in the worlds she honestly reports from.

Establishing Forums for Dialogue Intermediaries may take a purely interrogative approach, boldly posing the questions that scientists closely focused on the inquiry at hand may not stop to consider, or those completely removed from the conversation may not be equipped to ask. John Brockman, the publisher and founder of Edge Foundation, has made a career generating salient questions. He promotes a “third culture” to bridge the chasm of science and humanities, and nurture the emergence of a “new natural philosophy, new ways of understanding physical systems, new ways of thinking about thinking that call into question many of our basic assump- tions” (Brockman, what we believe but cannot prove, x). Each year, Edge poses a single question to a sampling of the hundred or so “most interesting minds in the world” and anthologizes the resulting mini-essays from luminaries such as Paul Davies, Kathyrine Denning, and Stephen Pinker. Questions can be open-ended and far-reaching as: “What do you believe but cannot prove?”, “What will change everything?”, and “Is the Internet changing the way you think?” The nature of these collections encourages the contributors to engage in reflection, outside the constraints of scientific method, and permits speculation free from the scrutiny of academic peer-review. Such a forum favors open-ended intellec- tual discourse with the potential for sparking debate where contradicting opin- ions collide. Science is a dialectic in which no topic is ever fully settled and everything remains an open question.

Scientists and their intellectual allies are looking beyond their individual fields—still engaged in their own areas of interest but, more important, thinking deeply about new understandings of the limits of human knowledge. They are 160

seeing our science and technology not just as a matter of knowing things, but as means of tuning into the deeper questions. (Brockman, What We Believe But Cannot Prove, 2006, xii)

Working against close-mindedness and apathy, Intermediaries bridge cultural divides by advocating for, and evangelizing on behalf of, ideas. Most importantly, they present the relevance of concepts beyond the narrow scope of everyday life, by expanding the frame of reference to a bigger here, and longer now. Stewart Brand—big thinking advocate for the environment, and initiator of global dialogues about the future­—asserts “Science is the only news. Human nature doesn’t change much... Science does, and the change accrues, altering the world irreversibly.”

Long Now Foundation, established in 1996, is dedicated to moving the cultural mind-set away from myopic, short-term thinking to consider the future beyond our lifetimes, attempting to “[do] for thinking about time what the first photos of the Earth from space have done for thinking about the environment.” (www. long now.org). Seminars About Long Term Thinking (SALT), similar to Edge.org and TED talks, facilitate a multilogue among astute, forward thinking minds. Founders Brand, Kevin Kelly, and Brian Eno moderate discussions and audience questions. The seminars encapsulate the foundation’s broad purview, which is oriented around a 10,000 year clock project, addressing concepts such as time and responsibility, long term storage of information, and massive sociological trends (poverty, population growth, cities, technology, energy use, etc.). The discourse focuses on anthropogenic change, and prospective strategies to remedy these mounting issues. SALT takes place once a month in the Bay Area, reaching a global audience through online distribution of audio podcasts.

Edutainment The production, presentation and distribution of educational content for broadcast media like television relies on a hybridized tone to co-exist (and compete) with other serialized entertainment. Intermediaries have been successful in using popular entertainment infrastructure (and related channels of re-distribution, from DVD release to Hulu) as a tool for outreach by flavoring exposition with humor, drama, action, and other cues from non-educational productions. Popular Science shows such as Mythbusters infuse thematics of danger and challenge, as well as fast-paced, segmented editing practices from other pop culture genres, into technical inquiry. Some Intermediaries, including Carl Sagan, , and David Pogue, act as hosts or guides capable of hooking viewers through person- ality and performativity; others, such as How It’s Made or Shark Week, focus on publicly inaccessible subjects, and deliver captivating imagery. BBC’s Planet Earth benefits from both sublime exclusive content, set to an entrancing narration by .

The public nature of broadcast media as a platform allows for a certain amount of evangelism alongside education, both directly and by creating inherent value of scientific progress as the subject of a consumable commodity.

People are not going to care about animal conservation unless they think that animals are worthwhile...[they] must feel that the natural world is important and valuable and beautiful and wonderful and an amazement and a pleasure. (Attenborough)

In addition, the potential revenue from high-quality broadcast productions allow for use of new technologies—from the early adoption of digital cinema quality and 3D video hardware, to images from the Hubble telescope. (At the time of this publication, Discovery and Xfinity have, in the last few 161

months, unveiled the first 3D HD channels, featuring a slew of science and nature programs).

Poetic Documentary A generation before Jacques Cousteau explored marine landscapes in Silent World (1956), filmmaker Jean Painleve invented one of the first underwater housings to film aquatic life, and embarked on an prolific career obsessively documenting animal behavior. From The Love Life of the Octopus and Underwater Assasins to The Vampire (Bat), Painleve’s lens captures the strangeness of familiar organisms with an often titillating focus. These films not only antici- pate the genre of nature documentaries, but subvert scientific objectivity in favor of a more interpretive and experimental approach. His soundtracks often fea- tured free-jazz or psychedelic instrumentals, amplifying the films’ weirdness. The recently released anthology of Painleve’s work, titled Science is Fiction, celebrates theradical poetry and characteristic of his vision. Compared to the contemporary nature documen- tary genre Painleve’s work incepted, his films still feel strikingly subversive.

Poetic documentary distills a non-fiction subject through the lens of a strong voice, imbuing content with emotion and distinctive point of view. As opposed to following a traditional story arc, the structure and ambience of the presentation strikes a tone, and builds resonance on ideas, 167. Still from The Love Life of the Octopus (Les amours de la experimenting with perceptual shifts and discontinuities. pieuvre), Jean Painleve (1965) Application of special effects, in-camera or post-produc- tion techniques, may achieve a heightened auditory or visual experience related to the content. Practitioners work in a more open-ended, free-form and ambigu- ous field of both ideas and technical structures (i.e. experimental film and video art), requiring the viewer to interpret the content from an unfamiliar level of abstraction.

In Powers of Ten, a 1968 film by Charles and Ray Eames, the camera telescopes out from a human scale of perception, climbing the orders of magnitude from the atoms in a human hand to the galaxies and back (all in under ten minutes). By comparing the size of an to a human hand (and all the trillions of molecules contained within it), microscopic space is shown to be just as vast as the universe in relation to our planet. Contextualizing a human point of view within a holistic framework displays the interconnectedness of each point along the spectrum. IBM sponsored the creation of the film as an instructional tool, to provide a visual aid to teach students about relative scale; its legacy extends beyond that purpose, as a widely-referenced masterpiece of experimental film.

Kerry Tribe’s H.M. (2009) is “a two channel film [installation] based on the true story of an anonymous, memory impaired man, known in scientific literature only as ‘Patient-H.M.’ ” The patient’s acute amnesia resulted from an operation removing a part of his brain, at the source of severe epileptic seizures. The filmmaker used an actor to restage interviews with H.M. based on archival film of the actual patient. Its form attempts to shift perception by immersing the viewer in a jarringly disparate experience: “A single 16mm film plays through two 168. Powers of Ten, Charles and Ray synchronized projectors with a 20 second delay between them. The structure Eames (1968) of the installation and the nature of the material together produce a sensation of mnemonic dissonance much like that experienced by patient H.M.” (Tribe). By attempting to replicate the condition through the experience of watching the film, Tribe literally allows the viewer to inhabit the subject’s reality (much like Oliver Sacks strives to achieve through empathetic storytelling). 162

Biography Character studies, independent of medium or platform, lend a strong anchor point for an audience that might otherwise be distanced from abstract or unfa- miliar concepts. Errol Morris, a documentary filmmaker known for probing interviews with highly eccentric individuals, invented a camera system called the InterroTron; a machine that uses a teleprompter to project a live-video image of the filmmaker’s face in front of the camera’s lens, thereby engaging subjects in direct eye contact. The resulting intensity of gaze is passed to the viewer, forcing confrontation with a stranger’s foreign ideas. In Fast, Cheap & Out of Control, roboticist Rodney Brooks explains how the study of insects inspired him to think about artificial intelligence and robotics in evolutionary terms—leading to the creation of machines that explore the world using simple feedback circuits embedded in their limbs. Morris’ series of interviews at IBM Labs for an unfinished documentary, True Strangeness of the Universe, captures computer scientists waxing poetic about math and logic. Other interview subjects have included Clyde Roper (Giant Squid hunter), Gretchen Worden (Director of the Mutter Museum), Saul Kent (Founder of the Life Extension Foundation), and Temple Grandin (animal behaviorist/savant).

Much of Morris’ work examines the minds of fringe scientists, people who straddle the line between genius and quackery. A dramatic tension is created between our inherent skepticism and empathy: rational response to exotic viewpoints comes up against a desire to suspend disbelief for the sake of another. It is common for biographical documentaries to take on obscure or misunderstood characters: Heaven + Earth + Joe Davis, Peter Sasowsky’s documentary about M.I.T. biologist-artist Joe Davis, paints an endearing portrait of a visionary on the fringe, lending credibility to a character who might easily be portrayed as insane without a sympathetic filmmaker.

Strange Culture (Lynn Hershman Leeson, 2007) is a dramatized account of biologist-artist Steve Kurtz, who was wrongfully accused of being a bioterrorist following the death of his wife, and subsequent search of his studio. Through their portrayal of the FBI’s confiscation of his basement lab, his art practice with collective Critical Art Ensemble (CAE), and a prolonged trial, the filmmakers elevate Kurtz to heroic status. CAE itself acts as an Intermediary, using tactical media to address political and social issues at the intersection of science and culture. In particular, they focus on genetics and bioengineering, raising public awareness of questionable corporate practices in contemporary food and drug industries.

Remixing and Post-Production RadioLab, a nationally syndicated radio show on WNYC, creates unique broad- cast journalism by layering sounds and stretching time to produce lush auditory textures. Their radical style of post-production evokes the formless chatter of thoughts and phantom images in the brain.

Each episode is a synthesis: a remix of stories, interviews, found audio, and electronically generated sounds that meld information. Hosted by Jad Abumrad, an electronic composer who designs the show’s soundscapes, and Rob Krulwich, a science journalist, the duo casually banter their way through topics as broad and deep as “Language,” “Stochasticity (Randomness),” “Love,” and “Mortality.” Radiolab uses fantastic metaphors and real-world examples to anchor pleasingly cerebral conversations with guest scientists and artists, stumbling upon moments of epiphany . In a single episode on the topic of “Time,” they float through a recording of Beethoven’s 9th symphony digitally stretched into a twenty four hour drone, an interpretation of Muybridge’s high-speed sequential photogra- phy of a horse-race, and a poignant audio time-lapse (twelve years condensed 163

into 4 minutes) of a child’s speech patterns developing from baby babble to complex sentences.

As defined by art theorist and curator Nicholas Bourriaud, post-production ex- tends beyond the practice of authoring original content for film, video, television, or radio. This expanded definition of Post-Production refers to the repurpos- ing, remixing, and re-cutting of existing artworks into a new form through an alchemical creative process, of fusing content from multiple sources.

[The] art of postproduction seems to respond to the proliferating chaos of global culture in the information age... These artists who insert their own work into that of others contribute to the eradication of the traditional distinction between production and consumption, creation and copy, readymade and original. (Post-Production, Bourriaud).

While many traditional media productions gather from a breadth of primary source information to catalog, synthesize, and present concepts, the rise of digital media creates new modes of expression and promotion: Intermediaries in this domain appropriate, recut, and remix those secondary sources to make something entirely new through the process of post-production. This borrow- ing and recontextualizing of source material enhances or augments its meaning, and simultaneously extends the lifespan of ideas through new iterations and popular formats. The relative ease and democratization of digital production also creates a dialogue between practitioners, spurring rapid responses and further re-purposing of source material.

Virality

Between the Voyager Record, , and Arecibo message, Carl 169. Jad Abumrad and Rob Krulwhich, Sagan’s ideas have traveled the greatest physical distance of any Earth-made hosts of RadioLab WNYC product. His reach into the universe may surpass any other human’s. Today, Sagan’s posthumous outreach is similarly broad in the digital repetiton and manipulation of his messages. Wide re-distribution kept him in the public consciousness post-syndication of Cosmos: A Personal Journey (produced with Ann Druyan in 1980), one of the most popular science television shows of its time. In cyberspace, the pervasion of his ideas is equally vast: drawing content from Sagan’s series and specials, a contemporary set of digital Intermediaries remix and re-present his ideas through Youtube and other online channels. In his second life on the web, Sagan’s messages maintain a massive cult follow- ing, promoting Sagan himself to an icon of secular humanism. Here, the role of the Intermediary has been to recognize, and adapt with, new media concepts such as virality and memes, in order to update relevant content.

Some of the most contagious ideological memes at the essence of Sagan’s message: the vastness of space, wonder of science, the fragility of humanity, our great responsibility in the face of our destructive capability, the mediocrity principle (that life must be pervasive in the cosmos), and the celebration of our diversity and common heritage as residents of “a ” in the “backwaters of our galaxy.” For many viewers, it is enough to watch original source material vetting these thoughts online; others are captured through artful remixing, and viral formats in which culture references culture.

NASA has glommed onto the trend of audio-visually remixed viral videos, as displayed in Parts I and II of The Sagan Series, their own high-production Youtube tributes to Carl Sagan (receiving approximately a million hits, pro- duced for NASA by Reid Gower, with music by Michael Marantz). The voice of a beatified Sagan soliloquizes over aerial sweeps of Earth. A solemn tone struck by a piano elegy gradually grows hopeful, as visuals move from juxtapositions of 164

fragile nature, burgeoning technology and human strife to celestial horizons. It is a brilliant marketing strategy for NASA, which has recognized that Sagan’s messages are a persistent meme steadily propagating through the web. By link- ing Sagan to NASA, his inspiring message can benefit the image of the federal space program.

Symphony of Science (www.symphonyofscience.org) hosts a series of video remixes, sampling popular cosmologists—Carl Sagan, , , Neil Degrasse Tyson, and even Bill Nye—and musically augments their voices with vocoders (auto-tuning a melody to mimic sing- ing) and analog synths. Striking a tone of cosmic campiness, the series riffs on these scientists as hybrids of new age prophets and pop stars. Hilariousness aside, the videos serve an important function for the subjects they playfully represent, freely prolif- erating their ideas and accomplishing creator John Boswell’s goal of delivering science and philosophy to the masses (We Are All Connected, feat. Sagan, Feynman, Tyson, and Nye, garnered over 3 million hits). In part, proliferation of viral media led to a general need for high production value in online video, espe- cially for organizations seeking to simultaneously exploit social distribution channels and remain credible.

Online Distribution Part of understanding and exploiting online infrastructure as an Intermediary is the creation of new media forums around the technology’s rapidly progressing capabilities. Creating a 170. “Sounds of Earth” gold-plated record and U.S. flag platform for presentations sets out to spread ideas, and focus prepared for storage aboard Voyager 2 the attention of an online audience somewhere with meaning- ful content. The TED Talks, curated by Chris Anderson, have established one of the most watched online forums (over 290 million online views as of July 2010) for interdisciplinary dialogue. Not only the videos themselves boast a high production value, but the presentation tools within the talks dazzle viewers with gorgeously designed motion graphics. Statistician Hans Rosling’s presenta- tion, “The best stats you’ve ever seen” (which received over 7 million views on Youtube) features animated graphs and an energetic delivery to illustrate global trends in socioeconomic progress.

A great TED Talk delivers what every PowerPoint presentation aspires to: intelligent design on par with the staggering graphs and animations in Al Gore’s An Inconvenient Truth (2006, Directed by Davis Guggenheim). In recent years, the rising status of the talks and the daunting precedent set by inspirational lectures—such as Jill Bolte Taylor’s “Stroke of Insight”—have led to a pattern of one-up-manship in oratory and competitive performance. The format, an 18 minute talk, seems tailor-fit to our modern attention spans, providing just the right amount of time to squeeze in a fast-paced, yet substantive, presentation. TED provides often under-recognized, but highly inventive or visionary, thinkers with a platform to market their ideas in one of the web’s hippest venues for nerds. Through their marketing and branding, TED assumes an epic identity, offering online audiences the chance to be uplifted, enlightened, and enter- tained by skillful presentations.

If manipulated correctly, the inspirational effect of these communicators on the general public can have a galvanizing impact. This power is being directed to encourage people to take action in the interest of large-scale change. “TED Prizes” are granted to a handful of recipients to design and promote their “One wish to change the World.” In 2011, Jill Tarter of the SETI institute encouraged everyone to join in the search for “cosmic company.” 165

In 2007, E.O. Wilson presented his wish “on behalf of all creatures, that we learn more about our biosphere and build a networked encyclopedia of all the world’s knowledge about life”.

The latter has resulted in the Encyclopedia of Life (EOL), a crowdsourced database with the goal of creating a single editable webpage for every species on Earth. It attempts to aggregate and centralize information, pooling public and specialized resources towards a common goal: to gather data and promote awareness about the need for conservation. It’s not just a scientific effort. It has a strong message about why biodiversity is important for humanity and the planet.

Chris Anderson notes that Wilson’s EOL exemplifies the kind of large-scale collaborative projects that the TED Prize was designed to facilitate. “A lot of people had been thinking about this idea based on his work for years, and hadn’t been able to make it real. And so you had this huge surge of support for him.” (2006 conversation with Charlie Rose).

Scientific Evangelism An ambition of Intermediaries is to establish points of entry into exclusive pools of knowledge. Prevalent strategies include drawing connections to a subject through personal narrative (as with E.O. Wilson’s Naturalist), and causing shifts in perspective that are long lasting and broadly applicable (as with Powers of Ten and the Long Now Foundation). The abilities to distill enormous ideas, and to relate the particulars of a specialized field of knowledge to the larger whole com- bine to foster holistic thinking. Finding alternatives to reductionist thinking and statistical simplification, the Intermediary can add benefits to the scientific method through a high tolerance for nuance, complexity, and paradox learned from the arts and humanities.

Scientific evangelists communicate the importance of research both across disciplines, and to a wary public. Missing pieces and contested theories can be cast as opportunities for further expansion of consciousness and catalysts for innovation. This shift in tone not only encourages cross-disciplinary thinking as a tactic, but also facilitates it by making content accessible to diverse practitioners and lay audiences.

Intermediaries combat impediments to dialogue: skepti- cism, apathy and naivete. Common misconceptions, such as the external view of science as absolute, preclude audiences from realizing the prevalence of the unknown and unmeasurable in science. A true translator questions this understanding as an integral narrative component. 171. E.O. Wilson’s Leafcutter Ants One reason for the convergence of science and the humanities is that there is a limit to what can be tested and verified. For example, the notion posited by string theory that there might be 11 dimensions of space-time is purely abstract, a model arrived at through mathematics (as opposed to an experimental method).

Science will never empirically verify what was here before the universe came to be, and what will result from its inevitable expansion. In certain fields, researchers have reached a critical threshold of testability, a transition point 166

from scientific inquiry to philosophy, to metaphysics. Approaching science with an epistemically critical perspective, Intermediaries create space for and mod- erate higher-level discussion around the nature of knowing, and questions about how we know what we know. Why, beyond practical application, is humanity engaged in science? One answer is for a deeper understanding of ourselves: of how humans relate to the universe and the scientific study of it, and how we can relate to each other at a time when specialization hinders discourse.

The challenge to maintain and articulate this attitude as germane to contem- porary dialogue calls for specialized Intermediaries. These are the creators of new media platforms, and the practitioners who co-opt new infrastructures as communications tools. Evangelism in the context of rapidly changing social technologies and trends almost seems to require a forward-thinking, visionary approach to producing and leveraging creative assets: from Jean Painleve’s technical innovations and association with the French Surrealists, to Radiolab’s avant-garde podcasts and Sagan-inspired Internet memes, there is a clear radical thread linking Intermediaries in all their incarnations.

There is both an art and a science to creating understanding, and as a result, those who seek to create it reflect a hybridized, often intuitive, scholarship: diplomacy, pedagogy, and humanism need to be cross-bred with professional creative practice and technological savvy, either embodied in an exceptional individual or a committed team. Any of the above qualities can stand alone to engender awareness, interest, and dialogue; however, it takes Intermediaries with all of these qualities to inspire the next generation of open-minded thinkers.

Jo nATHAN Minard is an artist and filmmaker who investigates human experience in extreme environments and the evolutionary dynamic be- tween nature and culture. Recent documentaries have featured communities of extremophiles; the nomads of Mongolia, deep sea oceanographers, and artists working in outer space. Jonathan works as a director and writer for deepspeed media, currently in production on a documentary about the first pri- vately funded mission to the Moon.

Michael Pisano is an artist and writer in Pittsburgh. He works as a Writer, Producer and Editor at deepspeed media, currently on a documentary about the first-ever privately funded Moon mission. Michael aspires to a lifelong creative practice as an Intermediary. 172. Pioneer Plaque, 1972

A SUBJECTIVE TIMELINE OF ART, SCIENCE & TECHNOLOGY INTERSECTIONS W hILE we used reasonable effort to include accurate information in this timeline, we make no guarantEes that it is free from error. 170

1637 of a group started at the turn of machine, which is considered the 1893 — Discourse on the Method of the previous century by George fi rst computer program. — Thomas edison and his assistant, Rightly Conducting One’s Reason Birkbeck, who instituted free lec- w.k.L. dickson, complete the Black and of Seeking Truth in the tures on arts, science and technical 1844 Maria, America’s fi rst movie studio. Sciences, a philosophical and subjects. Such institutes spread — Samuel Morse sends the fi rst autobiographical treatise, is pub- worldwide, with the goal of self- electronic telegraph in the Americas, 1895 lished by rené descartes in Leiden, improvement through education transmitted via a repeater: “What — The Lumière Brothers hold their Netherlands. It is the source of the in science. hath God wrought.” fi rst public screening of projected famous quotation “I think, there- motion pictures. fore I am.” According to Lawrence 1826 1851 weschler at the 2011 Art as a Way — The Lyceum Movement is — The Great exhibition in London 1896 of Knowing Conference, this launched by Josiah Holbrook in is the fi rst world’s fair, exhibiting — George Méliès invents the “stop precipitated the fi ssure between Millbury, Massachusetts, created “culture and industry”. 3 trick,” and pioneers other special art and science. for “the advancement of educa- eff ects, such as multiple exposures, tion” and “the general diff usion hand-painted frames, time lapse, 1727 of knowledge” via self-instruction and dissolves. — Junto debating society is formed and mutual improvement in all by Benjamin franklin. The group disciplines. held weekly meetings to discuss 1900s moral, political, commercial and 1826-1840 scientifi c topics of the day. — Photography is invented: Niépce’s heliograph, fox Talbot’s 1902 1748 calotype, daguerre’s daguerréotype. — H. H. windsor launches Popular — Julien off ray de La Mettrie pub- 3 Mechanics, a weekly magazine lishes L’homme Machine, depicting 1832-1837 devoted to science and technology. 6 humans as machines. — The electromagnetic telegraph 1852 is independently invented by — Popular Science magazine is 1760s european and American inventors. launched by edward L. Youmans to — Johann Schröpfer, a coff ee shop disseminate scientifi c knowledge owner in Leipzig, begins using 1832-1834 to the educated layman. 4 magic lanterns to conduct séances, — “Illusion toys” (phenakistoscope complete with projections of ghosts and zoetrope) are invented as early and spirits. Imitators such as animation devices that produce Paul Philidor produce entire shows an illusion of motion from a rapid around magic lantern eff ects; by succession of static pictures. 1789, phantasmagori is a popular attraction. 1833-1834 4 — The Analytical engine is de- 1778 signed by Charles Babbage as 1863 — Hannah Mather Crocker orga- a mechanical general-purpose — John Pepper adapts Henry 6 nizes a female reading society in computer. dircks’ idea of manifesting an Boston to study science and read apparition through strategic light- 1905 the Belles-lettres. 1838 ing and an angled pane of glass for — Albert einstein publishes — Charles wheatstone describes an on-stage special eff ect. The “on electrodynamics of Moving 1794 stereopsis, leading to the pro- ghost appeared on stage during a Bodies,” establishing his theory — The Conservatoire National duction of stereoscopes, devices scene, surprising the unaware pub- of Special relativity. des Arts et Métiers (Conservatory for viewing three-dimensional lic. despite dircks’ innovation, the of Arts & Industry) is founded images. 2 eff ect has been known as “Pepper’s 1909 in Paris. Ghost” ever since. 5 — futurism, an artistic and social movement, originates in Italy. 7 1818 — publishes Franken- stein, or Modern Prometheus. 1

5 7 1876 — Alexander Graham Bell receives 1915 2 a patent for the telephone. — The fi rst American coast-to- coast telephone call. 8 1838 1887 — The fi rst public demonstration — eadweard Muybridge produces of a telegraph is given by its inven- “Animal Locomotion,” a piece of tor, Samuel Morse. proto-cinema.

1 1843 1888 — Ada Lovelace publishes her — fast, fl exible fi lm—Kodak—is 1823 notes and a translation of L. P. produced by eastman. — The fi rst Mechanics Institutes Menabrea’s paper on an algorithm are established in Glasgow and encoded for processing by a 8 London, built on the foundations 171

1919 — The Bauhaus school is estab- lished by walter Gropius in weimar, Germany. 9

9

1919 — The russian Constructivism movement begins, advocating art as a practice directed towards social purposes. 11 16 1920 — Léon Theremin invents the Theremin, the fi rst “electronic” 1927 instrument. 10 — Philo farnsworth invents the television.

1927 — The fi rst videophone call is produced by AT&T.

1936 — “The work of Art in the Age of Mechanical reproduction,” which postulates that technology will inev- 14 itably alter the way art is perceived, is published by walter Benjamin. designed by John Mauchly and 10 J. Presper eckert of the University 1937 of Pennsylvania. It was one thou- — Harold “doc” edgerton photo- sand times faster than previous 1921 graphs a bullet impacting an apple electro-mechanical machines, 17 — radio Shack is founded by two using stroboscopic equipment. a leap in computing power that no brothers, Theodore and Milton single machine has since matched. 15 deutschmann, who wanted to 1939 1948 provide equipment for the then- — The New York world’s fair is the 1948 — Les Paul’s “Lover (when nascent fi eld of amateur, or ham, fi rst fair based on the future, with — The instant camera is released You’re Near Me)”, his fi rst multi- radio. 11 the slogan “dawn of a New day.” by the Polaroid Corporation. 16 track recording, is released by The fair allows its visitors to take a Capitol records. 1925 look at the “world of Tomorrow”. 1948 — Physicist Julius edgar Lilienfeld — Norbert weiner publishes 1949/1986 invents a fi eld-eff ect transistor, a 1940 Cybernetics, defi ning the study of — The disposable camera is fi rst semiconductor used to amplify and — A ground-based radio navigation control and communication in the invented and produced by Photo- switch electronic signals. system is developed, the predeces- animal and the machine. 17 Pac as a cardboard camera to be sor of GPS. 13 mailed-in for processing. In 1986 1926 — The fi rst transatlantic telephone call is made, from London to New York. 12

13

1940 — The fi rst solid-body electrical guitar, “the Log,” is invented by Les Paul. 14

1946 12 — The electronic Numerical Integrator and Computer (eNIAC), the fi rst general purpose elec- tronic computer, is conceived and 15 172

and afterwards it is popularized by fujifi lm and kodak. 18

18

c. 1949 — Pierre Schaeff er makes musique 23 concrète using magnetic tape at 19 offi ce de radiodiff usion-Télévision française (orTf). Ginsberg and Charles Anderson 1958 1960s of Ampex. — edgard varèse releases “Poème électronique,” recorded on elec- 1950s 1956 tronic tape. 1960-63 — The International Society for — ASCII (American Standard Code the Systems Sciences is established 1959 for Information Interchange) is de- 1950 at Stanford. — The structure of the dNA veloped by The American Standards — In his paper “Computing molecule is discovered by James d. Association (now the American Machinery and Intelligence,” Alan 1957 watson and francis Crick. National Standards Institute-). In Turing presents the Turing Test, — Sputnik, the fi rst man-made 1968, President Lyndon Johnson a means for determining whether a object to orbit the earth, is launched; 1959 mandates all government computers machine is intelligent. this initiates the Space Age. 20 — The fi rst commercial copier is support ASCII. introduced by Xerox. 22 1952 1960 — John Cage releases “williams — william fetter of Boeing coins Mix,” his fi rst magnetic tape the term “computer graphics” for work. 19 his human factors cockpit drawing.

1953 1961 — The second version of the — Spacewar!, the fi rst video game, NTSC (National Television System is developed by Steve russell at Committee) broadcast color system MIT for the PdP-1. 24 is widely adopted. 22 1962 1953 — The fi rst competi- — karlheinz Stockhausen’s ex- 1959 tion is sponsored by Computers periments with “electronic Music” — C. P. Snow’s lecture, The Two and Animation. in Pierre Schaeff er’s musique Cultures, is delivered at the annual concrète studio. rede Lecture at the University 1962 20 of Cambridge. The scientist and — The computer mouse is invented 1954 novelist’s thesis focused on the by douglas engelbart with the — Buckminster fuller receives breakdown of communication assistance of colleague Bill english. a US patent for the Geodesic 1958 between the “two cultures” of The invention was a small part of dome, a lattice whose triangular — John whitney, widely considered modern society — the sciences engelbart’s larger project of aug- elements distribute stress across to be one of the fathers of computer and the humanities — as the major menting human intellect. the structure. animation, uses customized analog hindrance to solving the world’s computers to make visual art. problems. 23 1954 — Marshall McLuhan publishes 1958 Understanding Media: The — The National defense education Extensions of Man, a pioneering Act is signed into law, providing study in media theory proposing funding to United States education that media themselves, not the institutions at all levels to increase content they carry, should be the the number of students, specifi - focus of study—popularly quoted cally scientists, attending college. as “the medium is the message”. The Act was catalyzed by early Soviet success in the Space race, 1956 notably the launch of the fi rst-ever — Louis and Bebe Barron develop satellite, Sputnik, the year before. the fi rst entirely electronic score for Forbidden Planet, a science fi c- 1958 tion fi lm loosely based on william — The Chicago Tribune introduced Shakespeare’s The Tempest. their “Closer Than we Think” strip, refl ecting the nation’s sentiment 1956 shift toward technology-fueled — The fi rst videotape recorder future. 21 is developed by ray dolby, Charles 21 173

1966 1967 — kenneth knowlton and Leon — experiments in Art and Harmon, working at Bell Labs, Technology (e.A.T.) is founded by produce one of the fi rst ASCII art- Billy klüver, robert rauschenberg, works, “Studies in Perception I”. robert whitman, and fred waldhauer to develop collaborations between artists and engineers.

1967 — The Art and Technology Program at LACMA is founded, pairing contemporary artists with high- tech corporations.

27 1967 — Artists robert Irwin and James 1966 Turrell experience sensory depriva- — Nine Evenings of Theater and tion in an anechoic chamber at the Engineering, a series of large-scale Jet Propulsion Laboratory. performance art collaborations between artists and engineers, takes place in New York at the 69th regiment Armory building. 29

24 29 1962 exploration in the year 2063. It is — NASA Art Program is estab- placed in a time capsule. 27 lished. Artists, including Norman 1967 rockwell and robert rauschenberg, 1964 — The Center for Advanced visual are enlisted to present the history — BASIC, a programming language, Studies at MIT is founded. of space exploration from their is invented by Thomas e. kurtz 28 perspective. and John G. kemeny at dartmouth 1967 College. 28 — John whitney becomes artist-in- 1963 residence at IBM. — The world’s fi rst computer generated fi lm is made by edward e. zajac of Bell Laboratories; it demonstrates a gyroscopic system his group had devised to keep an orbiting satellite pointing toward the earth. 25

30

1968 — Cybernetic Serendipity: The Computer and the Arts exhibition of computer art, curated by Jasia reichardt, shows at the Institute of Contemporary Arts, London, before 25 touring the U.S. 32

1963 26 — Sketchpad, the fi rst direct graphic interface for drafting, is created by Ivan Sutherland at 1964 1966 MIT. 26 — Bell Labs starts an informal — Artists’ Placement Group, an artist-in-residence program. organization that actively sought 1963 to reposition the role of the artist — Charles Csuri, a pioneer in the 1965 within a wider social context, — The fi rst computer art exhibi- including government and com- fi eld of computer art, makes his 31 fi rst computer-generated artwork. tion takes place at Technische merce, is founded. Its archives are Hochschule in Stuttgart. purchased by the Tate Gallery in 1963 2006. 30 1968 — General dynamics Astronautics 1965 — Leonardo Journal, for readers publishes 2063 A.D., a book con- — The fi rst U.S. computer art 1966 interested in the application of con- taining predictions by scientists, exhibition takes place at Howard — Star Trek, created by Gene temporary science and technology politicians, astronauts and military wise Gallery in New York. roddenberry, is fi rst broadcast on to the arts, is founded by frank commanders on the state of space NBC. 31 Malina at MIT. 33 174

1968 1971 — 2001: A Space Odyssey, pro- — A Manfred Mohr exhibition duced and directed by Stanley at ArC, the Musée d’Art Moderne kubrick, is released. de la ville de Paris, becomes the world’s fi rst museum-based solo exhibition of computer gener- ated art.

1971 — electronic Arts Intermix (eAI), an advocate and resource for video art, is founded in NYC.

1971 32 — experimental Television Center, a center dedicated in furthering 1968 34 new work in electronic media tech- — Whole Earth Catalog, an nologies, is founded in owego, NY. American counter-culture catalog, 1969 becoming available to artists and is fi rst published. Published by — Moon Museum, a miniature ce- other potential videomakers. 1971 Stewart Brand, it lists vendors that ramic wafer engraved with work by — The kitchen is founded in NYC sold products useful for a creative Andy warhol, robert rauschenberg, 1970 by woody and Steina vasulka as or self-sustainable lifestyle (e.g. John Chamberlain, Claes oldenberg, — The fi rst personal computer, a collective for video artists, clothing, books, tools, machines, david Novros and forrest “frosty” the Xerox Alto, is developed by experimental composers, and seeds). Steve Jobs has described Myers, is placed on Apollo 12. researchers at the Xerox Palo Alto performers to share ideas with the catalog as the conceptual It is considered the fi rst Space Art research Center (PArC). This like-minded colleagues. forerunner of the world wide web, object. 37 computer had the fi rst mouse “sort of like Google in paperback and introduced the now-standard 1972 form.” 34 CPU-Monitor- keyboard-Mouse — The Magnavox odyssey becomes arrangement. the fi rst home video game console. 1968 — The Computer Arts Society 1972-73 is formed as branch of the British — dJ kool Herc and others establish Computer Society by John the nascent genre of hip hop, which Lansdown and Alan Sutcliff e. 35 is characterized by turntablism, scratching, and rapping.

1974 — The first SIGGrAPH (Special 37 Interest Group on GrAPHics and Interactive Techniques) conference 1970 is held. 36 — The “Pepsi Cola Pavilion” of the 1970 world’s fair, known as expo ‘70, in osaka, Japan, features work from experiments in Art and 1969 Technology (e.A.T.). 39 — The exploratorium Museum of science, art and human percep- 1970 tion is founded by physicist frank — The fi rst kinko’s opens with a oppenheimer in San francisco, single sidewalk copy machine, next CA. 38 to the campus of the University of 39 33 California, Santa Barbara. 1975 1968 1970s — The digital camera is invented by — Ant farm collective is founded kodak researcher Steve Sasson. 40 by Chip Lord and doug Michels in San francisco as an avant-garde 1970 architecture, graphic arts, and — The phrase “uncanny valley” environmental design practice. The is coined by roboticist Masahiro name originates from a friend of Mori. It states that as a robot’s the creators who described their appearance approaches human-like work as “underground architec- qualities, a human’s emotional ture,” which is “what ants do.” responses will become positive and 35, 36 empathetic, until a point where the robot is very close to perfect repli- 38 1969 cation. At this point, the response — The fi rst doctoral dissertation will invert and cause revulsion. 40 on computer art is submitted at the 1971 University of Stuttgart. 1970 — Computer Space, the fi rst com- 1975 — The historic video magazine mercially sold coin-operated video — The word “fractal” is 1969 Radical Software is started by arcade game, is released. Creators coined by mathematician Benoit — ArPANeT, the world’s fi rst Beryl korot, Phyllis Gershuny, and Nolan Bushnell and Ted dabney go Mandelbrot. 41 operational packet switching net- Ira Schneider, in the wake of low- on to found Atari the following year. work, is sold to BBN Technologies. cost portable video equipment 175

1975 — The fi rst commercial laser printer, Model 3800, is released by IBM. 42

1976 — Artist and Computer is published by ruth Leavitt. 43

1976 — Apple Computer Inc. is founded by Steve wozniak and Steve Jobs.

1976 — The exploratorium museum’s artist-in-residence program begins 45 with artist Bob Miller’s experiments 43 with light and shadow. 1979 1977 — voyager I photographs of artifi cial intelligence, is re- 1977 — The is Jupiter. 47 leased; it’s directed by ridley — The Apple II, an 8-bit home launched into space. The record is Scott and based on Philip k. computer and a major advancement produced by science writer Timothy 1979 dick’s novel Do Androids Dream of in technology, is released. 44 ferris, Carl Sagan, and Anne — Cable television arrives; Nick- ? 49 druyan; it features music, greet- elodeon and eSPN are among the 1977 ings in 55 languages, and images fi rst major channels. — Star Wars, written and directed from earth. This earth time capsule by George Lucas, is released. 45 is intended for any intelligent extra-terrestrial life form or future 1980s humans who may fi nd it. 46

1978 1980 — o’reilly Media is founded as an — Quantel introduces Paintbox, American media company that a computer graphics workstation publishes computer books and web used for television graphics. sites, and produces conferences on computer technology topics. 1980 48 — Namco releases the arcade game Pac-Man. 1983 41 1981 — MIdI (Musical Instrument digital — The Space Shuttle Columbia Interface) is invented, enabling 1977 makes its maiden voyage. electronic musical instruments, — Satellite Arts Project ‘77, computers, and other equipment to “A Space with No Geographical 1981 communicate and synchronize with Boundaries,” is conceived by — Xerox introduces the Star Com- each other. artists kit Galloway, Sherrie puter, launching the concept of rabinowitz and collaborators, with 44 desktop Publishing. 48 the objective of demonstrating that 1981 several performing artists sepa- 1979 rated by geography could appear — IBM launches its personal — Ars electronica is created in computer. together in the same live image. Linz, , featuring an annual festival for art, technology, and so- 1982 ciety, as well as a permanent media — disney produces Stephen center and museum. Lisberger’s TroN.

1982 — Blade Runner, a fi lm exploring the nature of humanity in a world 49

46 42 1979 — Phillips introduces the fi rst Compact disc.

47 176

1984 of the university, the State Music 1990 1993 — The Graphics Group (a subsid- Academy, the Center for Nuclear — Photoshop 1.0, a computer — The Xerox PArC artist-in- iary of Lucasfi lm) releases The research and other institutions. program that allows users to residence program is launched. Adventures of Andre and Wally B., In 1988, the provincial government edit graphics, is developed and their fi rst CGI short. votes to establish the Center published by Adobe Systems 1993 as a foundation incorporated under Incorporated. 53 — The Arts Catalyst (england) 1984 public law, and in 1997 it opens is launched, with a goal to com- — The Apple Macintosh is fi rst its doors. mission contemporary art that introduced. 50 experimentally and critically 1987 engages with science. — The GIf bitmap format is intro- duced by CompuServe, and the 1994 JPeG format is introduced by the — 1.0, a free, open-source Joint Photographic experts Group. , is released. 55 1989 The world’s smallest image, an IBM logo composed of Xenon 53 atoms, is created at IBM; this is the fi rst example of nano-branding. 1990 — Batman: Digital Justice, the fi rst all-digital comic book, is published by dC Comics. 54 55

50 1994 — “The world’s first Collaborative 1984 Sentence,” an ongoing project — Apple releases MacPaint, a on the world wide web by artist bitmap-based graphics painting douglas davis, is commissioned. program. 1994 1984 — Joachim Sauter creates — The word “cyberspace” is Terravision–The Whole Earth coined by william Gibson, in his 51 Installation, a virtual repre- novel, Neuromancer. 54 sentation of the earth based on 1989 satellite images, aerial photos, 1985 — The STUdIo for Creative and altitude/architectural data. — The MIT Media Lab is founded Inquiry, a center for experimen- 1990 Users can navigate from overviews by Jerome weisner and Nicholas tal and interdisciplinary arts, is — ISeA International (formerly of the earth to detailed objects Negroponte. founded in the College of fine Arts Inter-Society for the electronic in buildings. at Carnegie Mellon University, Arts) is founded in the Netherlands. 1985 Pittsburgh, PA. It’s a nonprofi t organization that 1994 — Lucasfi lm’s computer division aims to promote interdisciplin- — Amazon.com, Inc., a US-based designs the Pixar Computer. Lucas ary academic discussion among multinational electronic commerce sells the computer division a year culturally diverse groups and company, is founded. later; it then becomes the basis for 1990s individuals who work in the areas Pixar Animation Studios. of art, science, and developing 1995 technologies. — The phrase “net.art” is coined 1987 1990 by vuk Cosic, referring to a group — Artists Jennifer Bartlett, —HTML (Hyper Text Markup 1992-2000 of artists that work in the medium richard Hamilton, david Hockney, Language) and the world wide — Interval research Corporation, of Internet art. Howard Hodgkins, Sidney Nolan, web are invented by Tim Berners- a laboratory and technology and Larry rivers are invited to use Lee. Berners-Lee implements the incubator concentrating on the Qantel Paintbox for BBC 2 Tv fi rst successful communication consumer product applications 1995 series Painting with Light. between a Hypertext Transfer and services, with a focus on — Jean-Pierre Hébert and roman Protocol (HTTP) client and server, the Internet, is founded by Paul verostko found The Algorists, 1986 through the Internet. 52 Allen and david Liddle. a formal identity for artists who — Andy warhol uses an Amiga create “algorithm art,” or visual to make portraits of himself and art generated by an algorithm, singer deborah Harry. 51 using a computer. 56

1986 1995 — Rendez-vous Houston: A City — Internet Phone, the fi rst in Concert is performed by Jean voice over IP (voIP) software, is Michel Jarre using dCA projectors, released by vocaltec. It utilizes the fi reworks, and beamed images to Internet, as opposed to the public illuminate a kilometer long wall of switched telephone network skyscrapers in downtown Houston. 1995 1986/1997 — Toy Story, the fi rst feature- — Center for Art and Media length fi lm made entirely with CGI, (zentrum für kunst und is released by Pixar. Medientechnologie, or zkM) is organized in karlsruhe, Germany by politicians and representatives 52 177

1996 1998 — Macromedia flash 1.0 (now — digital Art Museum, an inter- known as Adobe flash), a multime- net resource for the history and dia platform used to add animation, practice of digital fi ne art, is video, and interactive features to created by wolfgang Lieser. web pages, is launched. 57 The website is divided into three sections—Museum, Gallery, and 1996 Award—and contains digital — rhizome, a mailing list of new art pieces that date back to 1956, media art, is created. It develops as well as artist biographies, art- into a not-for-profi t arts organiza- icles, and interviews. tion that provides a platform and context for new media work.

2000s 58 2001 2003 2000 — The human genome, the chemi- — Second Life, a virtual world — dorkbot is founded by douglas cal code of chromosomes and developed by Linden Lab, is repetto, as a group of associated genes that make up a human being, launched. Users create online organizations that promote is sequenced. 59 identities and interact with one 56 grassroots meetings for people another, free of charge. involved with electronic art (artists, 2001 engineers, designers, scientists, — Google Image Search is intro- 2003 1996 inventors, etc). Their motto is duced, allowing users to search — Laurie Anderson, an experi- — The Long Now foundation is “People doing strange things the web for image content. mental performance artist and founded. A private organization with electricity.” Images that have the user’s search musician, becomes the fi rst that seeks to become a long-term keyword(s) in their fi le name, link artist-in-residence at NASA. cultural institution providing a 2000 text, and/or adjacent text make counterpoint to what it views as — Medialab-Prado starts as up the search results. 2004 today’s “faster/cheaper” mindset, a small public digital art workshop — Machine Project, a Los Angeles- The Long Now foundation pro- within the Conde duque Cultural based not-for-profi t organization motes “slower/better” thinking; Center focusing on where art, dedicated to making specialized one of the founding board mem- science, technology, and society knowledge and technology acces- bers is Brian eno. intersect. sible to artists and the general public, is established. 1997 2000 — deep Blue, a chess-playing — Creation of SymbioticA, one of 2004 computer developed by IBM, the fi rst research laboratories that — The design Interactions defeats the reigning world Chess enables artists and researchers department at the royal College Champion Garry kasparov. to engage in wet biology practices of Art opens to students. in a science department. 59 2005 2000 — Youtube.com, a website that — The zer01 Art and Technology allows users to upload, view, and Network is launched in San Jose, 2001 share videos, is launched. CA to encourage creativity at the — Creative Commons, an intersection of art and technology American non-profi t that works 57 and to produce a festival celebrat- to expand the range of creative ing this creative intersection. works available for others to 1997 legally build upon and share, is — eyebeam Center for Art & founded. They release copyright- Technology, a nonprofi t center licenses (Creative Commons located in New York City with 2001 licenses) to the public, free of the purpose of promoting the cre- — Processing (http://www. charge. 60 ative use of technologies through processing.org), a free and open 61 funding artwork, education, and source “programming language exhibitions, is created. 58 and Integrated development environment (Ide) built for the 60 2005 1997 electronic arts and visual design — Make Magazine is founded by — documenta X, the “biggest communities,” is created by Ben 2001 o’reilly Media. It’s an American art show on earth,” is directed by fry and Casey reas, meant to — C-Level, a cooperative public quarterly magazine focused Catherine david in kassel. teach fundamentals of com- and private lab formed to share on complex dIY projects involving puter programming within a visual physical, social and techno- computers, electronics, robotics, 1998 context. As a consequence, the logical resources, is founded in metalworking and woodworking — Google, an American multina- programming learning curve is Los Angeles. completed with cheap materials tional public corporation known for greatly lessened, providing new and household items. its online search services, cloud opportunities for artists to make 2002 computing (or Internet-based work using technology. — The artist eduardo kac, with 2005 computing), and advertising geneticist Louis Houdebine, — Arduino, an open-source applications, is launched. The 2001 inserts bioluminescent jellyfi sh electronics prototyping platform company hosts and develops sev- — wikipedia.org, a free online genes into a rabbit, creating based on fl exible, easy-to-use eral Internet-based services and encyclopedia that allows any glowing “GfP” bunnies, possibly hardware and software, is invented products, and its main source of web user to edit its articles, is the fi rst transgenic art. by Massimo Banzi and david profi t comes from its advertising launched. It is supported by the Cuartielles. 61 program, Adwords. non-profi t wikimedia foundation. 178

2005 — Instructables.com, a community of collaborative users who upload dIY projects that other users can comment on and rate for quality, is created by eric wilhelm. 62 2005 — Google earth is launched. of discoveries–astronomical, discuss the role of arts in public chemical, poetical, philosophical– interdisciplinary learning 2005 and describes how this period environments. — openframeworks, a coding formed the basis for modern framework simplifi ed for designers scientifi c discoveries. 2011 and artists using C++ program- — New Art/Science Affi nities book ming language, is created. 2009 sprint takes place at Carnegie — MakerBot Industries is founded. Mellon University. 2006 The company sells Cupcake CNC — The fi rst “Maker faire” is host- machines, an open source, 3d ed by Make Magazine to celebrate printer rapid prototyping machine arts, crafts, engineering, science that makes aff ordable desktop projects and the do-It-Yourself 3d printing accessible at home, as (dIY) mindset. do it yourself kits.

2006 2009 — The word “Crowdsourcing” is — kickstarter is founded by coined by Jeff Howe in an article Perry Chen, Yancey Strickler, and for wired Magazine. Charles Adler, as a “crowd-funding” site that helps launch creative 2007 projects that meet a threshold — The iPhone, a smartphone that pledge goal. functions as a camera phone, personal digital assistant, multi- media player, and wireless 2010s communication device, is released by Apple Inc. 2010 2007 — The iPad is released by Apple, — Google Lunar X PrIze, often Inc. The tablet computer’s primary referred to as GLXP, or Moon 2.0, function is to be a platform for is launched. It’s a competition, audio-visual media, such as books, sponsored by Google and organized periodicals, music, movies, games, by the X Prize foundation, which and web-based content. privately-funded spacefl ight teams compete to successfully launch, 2010 land, and then travel across the — is released by Moon’s surface with a robot, while for the 360 video game sending specifi ed images and data platform; it allows users to control back to earth. 62 and interact with an Xbox 360 without the use of controllers, 2007 but through gestures and spoken — Artists in Labs (AIL) launches, commands. kinect’s goal is to with the aim of promoting knowl- broaden the Xbox’s user audience edge transfer between artists and beyond the average video gamer. scientists. The AIL program is a Hackers and artists immediately Swiss partnership between the repurpose the technology. zurich University of the Arts, the Institute of Cultural Studies (ICS) 2010 and the Bundesamt für kultur BAk. — The National fab Lab Network Act is proposed by representative 2008 Bill foster to provide for the — The Science Gallery, a public establishment of a network of science centre at Trinity College, fabrication labs across the United dublin, Ireland, opens, presenting States (one for every 700,000 various exhibitions and lectures people or about 443 total) to foster with a view to science outreach. a new generation with scientifi c and engineering skills. 2008 — The Age of Wonder: How the 2011 Romantic Generation Discovered — The Art as a Way of Knowing the Beauty and Terror of Science, Conference, organized by the a book inspired by the scientifi c exploratorium, sponsored by a ferment that swept through grant from the National Science Britain at the end of the 18th cen- foundation, occurs. Artists, tury, is written by richard Holmes. scientists, , writers, and The author charts the many voyages educators from around the world

180

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E lectrofringe, Newcastle, SONAR, International Festival of Advanced UCI Beall Center for Art and Technology New South Wales, Australia Music and Multimedia Art, Barcelona www.beallcenter.uci.edu www.electrofringe.net www.2011.sonar.es BEK, Bergen Center for Electronic Arts www.bek.no Electrohype, Malmö Spark, Minneapolis www.electrohype.org www.spark.umn.edu C3. Budapest www.c3.hu Elektra Festival, Montreal STRP, Eindhoven www.elektramontreal.ca www.strp.nl Capsula [art, science, mature], Helsinki/Barcelona Enter Festival, Subtle Technologies, Toronto www.00capsula00.wordpress.com www.festival-enter.cz www.subtletechnologies.com Centro Multimedia”, center for research on art European Media Art Festival, Osnabrück The Next HOPE conference, New York and technology, Mexico DF www.emaf.de www.thenexthope.org www.cmm.cenart.gob.mx

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CT ON RIBUTORS ACW KNO LEDGMENTS

Régine Debatty is a blogger, curator and We extend our deepest gratitude to Astria critic whose work focuses on the intersection Suparak, Director of the Miller Gallery between art, science and social issues. at Carnegie Mellon University, Golan Levin, www.we-make-money-not-art.com Director of the STUDIO for Creative Inquiry, and Marge Myers, Associate Director. This Claire L. Evans is a writer, science journal- triumvirate of individuals provided leadership, ist, science-fiction critic, and the author of and created the kind of environment necessary Universe, a blog addressing the intersections to allow this experimental endeavor to flourish. between science and culture. She is also an STUDIO staff, Amisha Gadani, Artist Research artist and musician in the band YACHT. Associate, and Jonathan Minard, Research www.clairelevans.com Associate, were our sounding boards, tour guides, and library companions. For welcoming Andrea Grover is a curator, artist and writer. us into their zones during our campus field trips, She is the founder of Aurora Picture Show, we thank Lowry Burgess, Professor of Art and Houston, and has curated exhibitions on art, Disinguished Fellow at the STUDIO; Richard technology, and collectivity for apexart, New Pell, Assistant Professor of Art, fellow in the York, and Miller Gallery at Carnegie Mellon STUDIO for Creative Inquiry and Director of University. She is presently Associate Curator The Center for PostNatural History; and Garth at Parrish Art Museum, Southampton, New York. Zeglin, Project at Robotics Institute. www.andreagrover.com And for providing feedback on the fifth day of our sprint, we are grateful to Burr Settles, Pablo R. Garcia is the founder and principal Patricia Maurides, Garth Zeglin, Natalie Settles. of POiNT, a collaborative and multidisciplinary research studio based in Pittsburgh. POiNT Hosts: STUDIO for Creative Inquiry and is dedicated to experiments in the spatial Miller Gallery at Carnegie Mellon University. arts—architecture, design, and the visual and performing arts, in a variety of scales from the portable to the urban. www.pointprojects.com

Thumb is a Brooklyn and Baltimore-based graphic design office that was established as a partnership between Jessica Young and Luke Bulman in 2007. Thumb is fond of fluorescent inks, microscopic art, live and immediate pro- cesses, color, Ebay, shape, very glossy paper, discs, surprises, diagrams, rainbow paper, and awkward transitions.

Polly Koch, copy editor

Support from The Andy Warhol Foundation for the Visual Arts Curatorial Fellowships program.

STUDIO for Creative Inquiry Staff: Golan Levin, Director; Marge Myers, Associate Director; Stephanie Rael, temporary Business Manager, Amisha Gadani, Artist Research Associate; Jonathan Minard, Research Associate.

Miller Gallery Staff: Astria Suparak, Director; Margaret Cox, Graphics and Office Coordinator; Tesar Freeman, Exhibitions Coordinator.

Student Assistants: Aswin Widjaya, Brier Avil, Hanah Lee Ho, Jennifer Kang, Drew Lightfoot, Lara Y. Mann, Lucas Martin, Haydee J. Naula, Gabriela Schmulevich, Regina Son, Audrey Tse, David Yen.

Thanks: Cesar Harada, Jonah Brucker-Cohen, Michael Mandiberg, Patricia Maurides, Michael Pisano, Burr Settles, Natalie Settles, Dan Wilcox, Garth Zeglin, Jon Rubin, Rich Pell, Fred C. Adams, Julian Oliver and Danja Vasiliev, Adam Zaretsky, Jerry Juarez, and Johannes Grenzfurthner. 188

W ord USAGE Frequency in this publication

art social web collaboration work artistic consider operate science many made tool technology way internet found first move life general artist laboratory present modern computer rather entire associate use technological technology foundation project cell american community hacker call view knowledge new found well sleep one people might original design invent network wide year caption very experiment image data direct society process material include write system creative position different source launch set produce research programme go question human earth approach diy future contemporary exist establish cultural http dream perspective time publish relationship place public provide information context practice just product build scientific look university language hack behavior over study blood user device however engineer term camera robert develop create example environmental culture video flower studio media program maker learn through allow planet high software live goal subvert make natural critical application method make machine experience world understand school engage scientist ideas common online electronic how white back robot physical group start current open workshop involve become model describe visual release title participant state see limb nature invert piece lab eye practical form change interest activity digital point researcher center plant city create century person space better fiction

CHOLOP ON

New Art/Science Affinities

Published by Miller Gallery at Carnegie Mellon University + CMU STUDIO for Creative Inquiry Purnell Center for the Arts 5000 Forbes Avenue Pittsburgh, PA 15213 www.cmu.edu/millergallery www.studioforcreativeinquiry.org

Graphic Design Thumb: Luke Bulman and Jessica Young

This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivs 3.0 Un- ported License. The terms of this license can be found at http://creativecommons.org/licenses/ by-nc-nd/3.0

New Art/Science Affinities is set in Replica and New Century Schoolbook.

Printed and bound in the United States. All images courtesy the artists unless otherwise noted. All reasonable attempts have been made to identify owners of copyright. Errors or omissions will be corrected in future volumes.

This publication is available in digital form from the publishers.

ISBN: 0977205347

Library of Congress Control Number: 2011931921

First Edition, 2011